BattletechModders / MechEngineer

Mod for BattleTech that introduces many CBT mechanics to the MechLab
GNU Lesser General Public License v2.1
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TODO Components Master Table #71

Closed CptMoore closed 5 years ago

CptMoore commented 6 years ago

We need an overview to know what to work on next this mod always had these priorities:

  1. be CBT compatible (if you have to choose between CBT and gameplay, use a settings flag, otherwise CBT wins)
  2. be lore compatible (basic package = game timeline, exotics = all timelines)
  3. avoid boredom and uselessness (compact engine, I'm looking at you)

I therefore propose a table where we can see:

thoughts?

examples:

component type exotic implemented effects open issues
cockpits - life system, slots, death reason #11
small cockpit yes see cockpits ? needs more head slots
cockpits, torso yes see cockpits #59
gyro - stability CBT crits
XL gyro yes stability CBT crits
Compact gyro yes stability CBT crits
Heavy Duty gyro yes stability, crit resistance CBT crits
engine - rating, tonnage, jj, speed, CBT crits campaign balance #66 #13
xl engine - slot requirements make them upgrades #52
light engine yes slot requirements can mechs with LFEs survive side torso destruction? needs testing
other engines incl. clan yes slot requirements make them upgrades #52 #60
hardened armor yes 2x damage/point of armor, -mobility #45
reflective armor yes half damage from energy weapons, 2x damage from melee #45
reactive armor yes half damage from missiles, artillery/explosions (it exists in some campaign missions), chance to strip armor on hit #45
ferro-lamellor armor yes reduces all damage by 5 points/25 damage #45
stealth armor yes difficulty to hit bonus, sensor bonus, +30 heat/turn when active needs activator, slot requirements (needs ECM like how XLs need XL side torsos)
composite structure yes occupies no slots, reduces structure weight to 50% like endo, doubles damage taken to internal structure #45
reinforced structure yes occupies no slots, doubles structure weight, reduces damage to structure by half and reduces the chances of a critical hit on the unit #45
Triple Strength Myomer yes +melee dmg and +movmenet on heat #68 #64
MASC yes run = 2x walk speed on turn of activation needs activator, ideally as an ability + needs way to roll 2D6 and deliver critical hits to both legs on a 2 + slot requirements (mutually exclusive with TSM, slots and tonnage as % of mech tonnage but placed as single component)
Aliencreature commented 6 years ago

I have the TechManual, Total Warfare and Tactical+Strategic Operations, so I can sit down and expand the table you already made with tech from there.

CptMoore commented 6 years ago

We should only add to the table if we actually start with adding them to the mod (have an issue or said item). Otherwise the table would get huge no?

Btw side torso destruction -> slotcount = number of crits. Light side destruction = 2 crits. Thats how I tried to implemen it.

Aliencreature commented 6 years ago

So far I have added only half-implemented techs or techs we have discussed already, and MASC, because the problems with its implementation are almost identical to those of stealth armor.

Btw side torso destruction -> slotcount = number of crits. Light side destruction = 2 crits. Thats how I tried to implemen it.

Yup, that's how Tabletop does it if I recall. I can't test anything today, but I will confirm it tomorrow and mark LFEs done after.

CptMoore commented 6 years ago

We should have a copy of this table with only done stuff in the readme #57

CptMoore commented 6 years ago

btw @Aliencreature assign any tickets to yourself if you are working on it or planning to

Denadan commented 6 years ago

two levels

  1. CBT ERA for replace of basic/exotics(cbt rules already have accessibility level of each item for given era)

    • campaign is 3025-3035 - pre 4th succession war, basic components and very rare lostek
    • other example 3037-3048 - post 4th sw and before clan invasion, helm core retrieved, states begin to reinvent some of lostek, comstar lost some influence - so lostek(like is-pulse lasers) is avaliable, but advanced(x/er-pulse) or clan(clan-pulse) components - not.
  2. cbt extension - it is campaign +++ items. i like idea of it.

is it possible to do conditional loading based on settings of manifests using modtek?

CptMoore commented 6 years ago

they (Alien + Lady) were talking about using tagging to introduce stuff by year in the store and salvage. there is apparently a mod out there that allows some form of it.

CptMoore commented 6 years ago

RT is probably already going to have everything anyway, might only need the table in the readme to know whats already implemented / backported

CptMoore commented 5 years ago

yep, closing this too, just need to look into RT when backporting