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Author Topic: Coming Soon to MegaMek  (Read 34650 times)

Hammer

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Coming Soon to MegaMek
« on: 24 May 2017, 17:25:46 »
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Amazing what Multi-Crew Mek can do....
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YingJanshi

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Re: Coming Soon to MegaMek
« Reply #1 on: 24 May 2017, 18:50:45 »
 [drool] [drool] [drool] [drool]

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Simon Landmine

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Re: Coming Soon to MegaMek
« Reply #2 on: 25 May 2017, 08:56:31 »
Ooh. Shiny!
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Re: Coming Soon to MegaMek
« Reply #3 on: 10 June 2017, 21:43:20 »
Nice!  Does that mean command consoles and dual cockpits are going to work as well?
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Wrangler

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Re: Coming Soon to MegaMek
« Reply #4 on: 10 June 2017, 22:42:33 »
So the Quadvees and the smaller Tripods are going be multi-crew too?
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Hammer

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Re: Coming Soon to MegaMek
« Reply #5 on: 11 June 2017, 11:17:14 »
Nice!  Does that mean command consoles and dual cockpits are going to work as well?

So the Quadvees and the smaller Tripods are going be multi-crew too?

Yes. Neo who's coded it can clarify. But from playing around multi-crew cockpits can really tip the balance.
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neoancient

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Re: Coming Soon to MegaMek
« Reply #6 on: 11 June 2017, 18:14:07 »
Tripods, command consoles, and the now-unofficial dual cockpits (from the Mechwarrior Companion) are all working. This will also handle the crew requirements for QuadVees, though there's a lot more to be done to get them functioning. Damage and skills are tracked separately for the two crew members (three in the case of superheavy tripods), and each makes a separate roll to avoid falling damage. If one is incapacitated the other takes over automatically, but without the advantages of having a dedicated pilot/gunner (possibly penalties, depending on the cockpit type). Only the active pilot receives feedback damage from ammo explosions.

What remains now is to add support to MekHQ for assigning crew members and processing units and personnel after a battle. I'm hoping to get to that in the next day or two.

*Summary for those who aren't familiar with the rules for these equipment types:

Tripod 'Mech: Dedicated pilot gives -1 to PSRs (in addition to -1 for Tripod). If another has to pilot, +2 instead. Dedicated gunner does not get a secondary target penalty until the fourth target. If another has to gun, this is lost and weapon attacks are at +2.

Superheavy Tripod 'Mech: as above, plus a technical/tactical officer that gives +2 to any roles to avoid shutdown or ammo explosion due to heat, and +1 (+2 if force commander) to initiative rolls (non-cumulative)

Cockpit command console: One crew member handles piloting/gunning and the other handles command duties. They can switch during the end phase of any turn, or at any time if one is incapacitated. If there is an active commander the force receives +2 initiative (non-cumulative) and does not receive penalties for spotting and firing weapons in the same turn.

Dual cockpit: Dedicated pilot gives -1 on PSRs and superior evasion gives an extra +1 movement penalty to enemy fire if the 'Mech moves at least one hex. Dedicated gunner gets -1 on attack roles, halves penalty for attacker movement (rounded down), gets secondary target penalty starting with the third target, and ignores the first sensor hit. If either is incapacitated the other takes over but loses the advantages and gets a +1 penalty when performing the other crew member's role. The dual cockpit does not exist on any of the units distributed with MM, but it is an option in MML for custom units at the unofficial rules level.

RexfelisLXIX

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Re: Coming Soon to MegaMek
« Reply #7 on: 13 June 2017, 18:31:29 »
The tripod torso/turret also helps.

Iceweb

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Re: Coming Soon to MegaMek
« Reply #8 on: 15 June 2017, 14:54:31 »
Does the multi track quirk or special ability stack with a dedicated gunner?

neoancient

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Re: Coming Soon to MegaMek
« Reply #9 on: 15 June 2017, 18:29:57 »
Does the multi track quirk or special ability stack with a dedicated gunner?
Neither the multi-track quirk nor the multi-tasker SPA affect the number of primary targets, so there is nothing to stack.

The multi-track quirk removes the secondary target penalty for front and side targets, so a dedicated gunner would only apply the +2 penalty for targets in the rear, but the penalty would only start with the fourth target overall (third for dual cockpit). So if there are four targets in the front and two in the rear, both rear targets are +2 (ordinarily one of the front targets would be +1). If there are two in the front and four in the rear, only three of the rear targets are at +2.

The multi-tasker SPA reduces all secondary target modifiers by one, so there would never be a penalty for any targets in the front, regardless of number, and the sides are rear would be +1 instead of +2, starting with the fourth target overall.

On the topic of SPAs, I looked at tracking them separately and for those that naturally fall to a certain role would depend on who is currently performing that role. So if the pilot has Maneuvering Ace (for instance) it is effective only while the pilot is active; if the pilot is incapacitated and the gunner takes over, the advantages are lost and vice-versa for gunnery abilities like Range Master. After looking at what it would take to make that work, I decided to defer for now so that the basic changes could be tested, then implement crewmember-specific SPAs later.

Iceweb

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Re: Coming Soon to MegaMek
« Reply #10 on: 16 June 2017, 19:05:28 »
While I like the idea of using the special skills depending on who is piloting, it sounds like a major headache. 

I wonder if for simplicities sake you could say that the special abilities are only in effect when preforming your primary role? 
I could easily see the secondary controls not having enough data to let a pilot use his rangemaster ability effectively, or a commander having enough fine control to use maneuvering ace. 

I also see the headache where the three people controlling a superheavy tripod all have different weapon specializations and you want each person firing his preferred weapon in addition to their normal role. 
I say nip that min maxing right in the bud. 
But if you ever want the machoism you could check which person would be best at the assigned task and let them preform it.

Hammer

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Re: Coming Soon to MegaMek
« Reply #11 on: 18 June 2017, 22:12:31 »
Just going to leave this here.

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YingJanshi

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Re: Coming Soon to MegaMek
« Reply #12 on: 18 June 2017, 22:38:47 »
Just going to leave this here.



Is...is that...is that what I think it is?

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Kojak

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Re: Coming Soon to MegaMek
« Reply #13 on: 18 June 2017, 22:53:36 »
Hell ****** yeah.
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Deadborder

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Re: Coming Soon to MegaMek
« Reply #14 on: 18 June 2017, 23:58:53 »
Is...is that...is that what I think it is?

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neoancient

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Re: Coming Soon to MegaMek
« Reply #15 on: 19 June 2017, 00:57:31 »
I didn't realize QuadVees were going to be so popular. I was mostly implementing them to work out mode conversion on simpler units before moving on to LAMs. But I have to admit I'm kind of itching to play around with them. Hammer's not the only Horses fan on the dev team.


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Re: Coming Soon to MegaMek
« Reply #16 on: 19 June 2017, 02:05:25 »
I have been absolutely dying to play with the two OmniQuadVees since they debuted, so knowing that I'll finally get to try them out has me super excited.

Does this also mean we'll be able to build QuadVees in MegaMekLab?
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arlith

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Re: Coming Soon to MegaMek
« Reply #17 on: 19 June 2017, 08:08:32 »
Does this also mean we'll be able to build QuadVees in MegaMekLab?

Not unless neoancient also plans on doing that.  It's not automatically guaranteed and represents a lot of additional work.
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neoancient

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Re: Coming Soon to MegaMek
« Reply #18 on: 19 June 2017, 18:03:39 »
QuadVees don't differ very much from quad 'Mechs in construction details so it won't take that much to add QuadVee construction. Record sheets are another matter, though it should print a passable quad record sheet that just lacks the second crew damage track and the cruising/flanking MP.

I'll also need to add some parts to MekHQ.

neoancient

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Re: Coming Soon to MegaMek
« Reply #19 on: 25 June 2017, 12:03:50 »
How's this?




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Re: Coming Soon to MegaMek
« Reply #20 on: 26 June 2017, 01:52:46 »
 :Jumpy:
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Wrangler

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Re: Coming Soon to MegaMek
« Reply #21 on: 26 June 2017, 06:46:36 »
Sweet work neoancient!
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elf25s

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Re: Coming Soon to MegaMek
« Reply #22 on: 26 June 2017, 14:17:42 »
curious will there be a convert/change button and will there be a change in how its treated either as vehicle or mech?
you sure cannot out run death...but sure as hell you can make that bastard work for it!

Hammer

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Re: Coming Soon to MegaMek
« Reply #23 on: 26 June 2017, 14:29:13 »
curious will there be a convert/change button and will there be a change in how its treated either as vehicle or mech?

Their will be a convert button (I'll let Neo expand on that). They will follow the rules from IO depending on what mode its in.

Its really cool, even its sprite changes when you convert.
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elf25s

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Re: Coming Soon to MegaMek
« Reply #24 on: 26 June 2017, 19:37:15 »
Their will be a convert button (I'll let Neo expand on that). They will follow the rules from IO depending on what mode its in.

Its really cool, even its sprite changes when you convert.
forgot to ask earlier
how is the damadge going to be handled
specificly conversion equipment?
also will damdge  will be treated differently for each mode?

i cannot wait to get my claws on this build....
you sure cannot out run death...but sure as hell you can make that bastard work for it!

Hammer

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Re: Coming Soon to MegaMek
« Reply #25 on: 15 July 2017, 18:24:11 »
Example of Bad Driving.


Note too self boat needs to stay with floaty side down


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« Last Edit: 15 July 2017, 19:34:43 by Hammer »
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mikecj

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Re: Coming Soon to MegaMek
« Reply #26 on: 15 July 2017, 18:32:07 »
Cool, thanks!
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elf25s

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Re: Coming Soon to MegaMek
« Reply #27 on: 15 July 2017, 19:17:18 »
sooo.... can i stop sharpening my claws now?
you sure cannot out run death...but sure as hell you can make that bastard work for it!

neoancient

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Re: Coming Soon to MegaMek
« Reply #28 on: 15 July 2017, 23:00:57 »
Then there's the bootlegger maneuver, which can only be truly appreciated if you see it in action.

Kojak

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Re: Coming Soon to MegaMek
« Reply #29 on: 17 July 2017, 23:59:11 »
Do those LAMs mean I'll get my Svartalfas too? Also, any notion yet as to when the next release will drop?
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