The good thing about the idea is that it plays to all our strengths; I am very comfortable creating mechanical/industrial components, Dominic is comfortable with organic components while David meets in the middle in doing both.
I began looking at the Mechwarrior series and the type of weapons that were used. The 3 of us agreed we wanted to stay away from "lasers" or any kind of ultra-scifi weaponry and instead focus more on advanced ballistic weaponry. I found some interesting stuff, as well as classifications of weapons and how they were divided:
Ballistic:
Generally characterized by the high velocity projectiles they shoot, and their low heat-to-damage ratio, Ballistic weapons generate the least heat out of all the groups. This advantage is offset by shorter ranges, higher weight of the actual weapon system, and the need to store heavy ammunition in the Battlemech. Due to weight restrictions, Ballistic weapons are usually not found on lighter mechs
Missile:
With the longest range out of any weapon group, Missile weapons provide long range punch for most mechs, and are the preferred weapons of long range support units. Their lower weight allows them to be carried by almost any mech into battle, but care must be taken to compensate for their higher than average heat generation, and to ensure the safety of the ammunition if the armor is breached.
Energy:
Energy weapons free the user from the worries of carrying ammunition, as they are powered by the mech`s powerplant. Weighing much less than Missile or Ballistic weapons, they are found on all but a few Battlemechs As can be expected, Energy weapons generate the most heat of all weapons, creating heat management problems for mechs which treat this group of weapons as their main weapons.
Comparing weapon types with the subtraction of Energy weapons I wrote up a quick piece on how we could divide the weaponry for both the Mech and the Monster:
Mech Weapon Types:
Ballistic - High velocity medium range projectile weapons.Categorized by the fact that these weapons fire a projectile at a high velocity (compared to missiles) in a relatively straight direction. Ballistic weapons include Light to Heavy Machine guns, IGL [1] and underslung grappler/nets. Ballistic weapon systems are fairly heavy, however the ammunition is light allowing for a larger ammunition supply to counterbalance the weight of the system.
Missile - Long range explosive shell projectiles.
Single stage and dual stage projectiles self-propelled impact missiles. Missile types include heat seeking, laser guided, AOE [2] and unguided missiles. Missile systems are the opposite of ballistic weapon systems, light in weight with the counterbalance of fairly heavy and space consuming ammunition.
Melee - Close combat physical weaponry.
Close quarter weaponry used for tactical advantages such as pinpoint damage or a last resort when ammunition has been depleted. Ranging from single bladed to multiple edged and serrated weapons as well as chainsaw, super-heated and electrified close combat weapons.
[1] Impact Grenade Launcher
[2] Area of Effect (See Jericho missile from Iron Man http://www.youtube.com/watch?v=YBC1Qob27sM)
The Biological weapon types would be essentially the organic version of these.
Biological Weapon Types:Ballistic - High velocity medium range projectile weapons.
The biological ballistic weapon types would have equal attributes (hidden?) to those of the mech ballistic weapon types. Projectiles are replaced with a spray or stream of corrosive/heated/organic matter that would do similar/equal damage to that of the Mech ballistic firearms. See Biological Missile type for counterbalance effect of weight/ammunition.
Missile - Long range explosive projectiles.
Self-propelled projectiles are replaced with spines, needles, explosive tumours/spines etc. The ammunition counterbalance would be addressed by re-generation of the organic projectiles.
Melee - Close combat physical weaponry.
Close quarter attacks using limbs, claws and any other nasty damaging components the organic creature might have.
The idea is to have a similar weapon for both Mechs and Creatures, preventing players from siding with a side specifically to be more powerful or faster etc.
Generally characterized by the high velocity projectiles they shoot, and their low heat-to-damage ratio, Ballistic weapons generate the least heat out of all the groups. This advantage is offset by shorter ranges, higher weight of the actual weapon system, and the need to store heavy ammunition in the Battlemech. Due to weight restrictions, Ballistic weapons are usually not found on lighter mechs
Missile:
With the longest range out of any weapon group, Missile weapons provide long range punch for most mechs, and are the preferred weapons of long range support units. Their lower weight allows them to be carried by almost any mech into battle, but care must be taken to compensate for their higher than average heat generation, and to ensure the safety of the ammunition if the armor is breached.
Energy:
Energy weapons free the user from the worries of carrying ammunition, as they are powered by the mech`s powerplant. Weighing much less than Missile or Ballistic weapons, they are found on all but a few Battlemechs As can be expected, Energy weapons generate the most heat of all weapons, creating heat management problems for mechs which treat this group of weapons as their main weapons.
Comparing weapon types with the subtraction of Energy weapons I wrote up a quick piece on how we could divide the weaponry for both the Mech and the Monster:
Mech Weapon Types:
Ballistic - High velocity medium range projectile weapons.Categorized by the fact that these weapons fire a projectile at a high velocity (compared to missiles) in a relatively straight direction. Ballistic weapons include Light to Heavy Machine guns, IGL [1] and underslung grappler/nets. Ballistic weapon systems are fairly heavy, however the ammunition is light allowing for a larger ammunition supply to counterbalance the weight of the system.
Missile - Long range explosive shell projectiles.
Single stage and dual stage projectiles self-propelled impact missiles. Missile types include heat seeking, laser guided, AOE [2] and unguided missiles. Missile systems are the opposite of ballistic weapon systems, light in weight with the counterbalance of fairly heavy and space consuming ammunition.
Melee - Close combat physical weaponry.
Close quarter weaponry used for tactical advantages such as pinpoint damage or a last resort when ammunition has been depleted. Ranging from single bladed to multiple edged and serrated weapons as well as chainsaw, super-heated and electrified close combat weapons.
[1] Impact Grenade Launcher
[2] Area of Effect (See Jericho missile from Iron Man http://www.youtube.com/watch?v=YBC1Qob27sM)
The Biological weapon types would be essentially the organic version of these.
Biological Weapon Types:Ballistic - High velocity medium range projectile weapons.
The biological ballistic weapon types would have equal attributes (hidden?) to those of the mech ballistic weapon types. Projectiles are replaced with a spray or stream of corrosive/heated/organic matter that would do similar/equal damage to that of the Mech ballistic firearms. See Biological Missile type for counterbalance effect of weight/ammunition.
Missile - Long range explosive projectiles.
Self-propelled projectiles are replaced with spines, needles, explosive tumours/spines etc. The ammunition counterbalance would be addressed by re-generation of the organic projectiles.
Melee - Close combat physical weaponry.
Close quarter attacks using limbs, claws and any other nasty damaging components the organic creature might have.
The idea is to have a similar weapon for both Mechs and Creatures, preventing players from siding with a side specifically to be more powerful or faster etc.
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