| I like how under "define a mech" we are already talking about weapons!
Weapons are an addition to a mech, think about what a mech is straight from the factory without heated seats, power doors, or laser guided munitions.
What about things like, how does a mech move and what can the player do with movement. Can a mech jump? What does speed rating do? What internal systems does a mech have? Can it self repair? How is damage handled? Etc...
Lets start with the Basic Mech Chasis, lets assume for now that a chasis is set in stone (this can always change later), it has a set number of base attributes (which can always be enhanced) and systems. Lets define these and also define what the player can do with a mech.
Also, there's a good chance there will not be a physical player avatar, but rather a portrait or something! For our first milestone we care about the functional aspects of the game and getting all the basic things down.
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Some example mech things we have discussed:
- Quake/(WoW) style movement and camera controls
- A Heat generation subsystem for weapon/equipment use
- Multiple armor types
- An automatic self repairing subsystem that repairs subsystems and weapons (not damage), the player can micromanage this system
- A shield subsystem that the player can manipulate to different areas if we do localized damage
- Slot types for equipment
- Single non-modular Chasis
- Jump Jets giving a single immediate burst applied impulse in the current direction of movement, the player may not alter direction until the burst completes, but can turn.
- Non-Twitch style combat. Targeting and instant-cast weapon use, including weapon groupings etc. |