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Game Features

Note: "CBT" designates "Classic BattleTech" rules, and "BTS" designate rules specific to "BattleTech Simulator."
Areas in bold are new for the current demo.

Models: The models are chassis only. Weapons will me mounted to the chassis at runtime. An opponent's weapon arrangement will be visually apparent. Because of this, there are mounting limitations beyond just weight and crits [CBT]. Unit chassis will vary in the number of mount points, specifically in the torso [BTS].

Movement: Maximum Speed is determined by dividing the engine rating by mech tonnage and multiplying the result by 1.5 [CBT]. Reverse speed is a maximum of walk value with heat being a maximum of 1 point per 10 seconds. Turning is 6 movement points for a 10 sec 360 degree turn. Turn speed is scaled by current speed. At a stop, turning is at maximum rate, at full speed, turning is zero [CBT]. Sideways movement is possible, but limited to 1/4 speed [CBT].

  • Jumping: Jumping is in a straight line [CBT]. Combining a 5 second jump with a 5 second descent equates to the distance determined by the Jump MP [CBT]. Descent after a jump is slowed for a long as necessary until a ground surface is touched (sub-orbital drop) [CBT]. Stopping the jets before the 5 second auto-off will reduce the total distance jumped. Mid-air turning is possible at a rate of 180 degrees in 10 seconds without a change in the flight direction.
  • Quads: Mechs with four legs have the ability to move sideways [CBT], however, speed is cut in half [CBT].
  • Vehicles:
    • Hover: Can move sideways, but speed is cut in half and can move over water [CBT].
    • VTOLs (helicoptors) can move sideways, but speed is cut in half [CBT]. They can also control their elevation above the terrain using speed that is not being used for horizontal motion [CBT].
  • Infantry:
    • Speed is constant no mater which direction. Turning is instantaneous. [CBT]

Firing Arcs:

  • Mechs:
    • Torso Twisting: Mechs without torso twisting have a firing arc of 60 degrees [BTS] instead of 120 degrees [CBT] and mechs with torso twisting have a firing arc of 240 degrees [CBT]. Mechs with arms that can rotate out to fire to the side gain an additional 60 degrees on either side with the limitation that only weapons on the respective arm can be fired [CBT]. Twisting and tilting of the torso is limited to 180 degrees in 2.5 seconds [BTS].
    • Arm Flipping: Mechs without lower arm and hand actuators can flip their arms to point and fire behind them [CBT].
    • Rear Weapons: Weapons can be mounted in rear-firing positions [CBT] and are available when the cockpit view is switched to the rear [BTS].
  • Vehicles: Each of the four directions (front, rear, left, and right) have a 45 degree firing arc [CBT]. Weapons in each section can be fired when the cockpit view is switched to the appropriate direction [BTS]. Turrets can turn 360 degrees [CBT].

Heat: (Mechs only) Heat is generated at each weapon fire and dissipated constantly. Single heat sinks dissipate 1 point per 10 seconds and double do twice the rate [CBT]. Movement heat is 1 point every 10 seconds for 67% (walk) speed and 2 points for 100% (run) speed [CBT], however other speeds use a scaled value between those values [BTS].

Heat Effects: (Mechs only) Heat effects begin at heat levels above the number of heat sinks [CBT]. Therefore, on a mech with 10 single heat sinks, the first possibility of an automatic shutdown will occur at a heat level of 24 (10 + 14). Automatic shutdown is not avoidable and the mech will automatically power back up when heat returns to the level equal to the number of heat sinks [CBT]. Movement effects occur as soon as the heat surpasses the number of heat sinks. For every 5 points above that level, movement is reduced by 1 MP [CBT]. This reduction is scaled by the actual heat level [BTS]. Ammunition explosions may occur at certain heat levels. Statistically they may occur at the same rate as CBT however they are calculated continuously as long as the heat is above the required lovels [BTS].

Water Effects: Weapons cannot cross the water line [CBT]. Only energy weapons can be fired under water and at reduced ranges [CBT].

  • Mechs:
    • Speed is cut in half in 6 meters of water and in a quarter in 12 or more meters of water [CBT]. This has been scaled to the percentage of water water height compared to the Mech height. A submerged Mech will have its speed reduced to 25% and a half submerged Mech will have it reduced to 50% based on the height of the Mech [BTS]. Physical attack damage under water is reduced by half [CBT], and speed is reduced by half [BTS]. Jump jets cannot be fired under water [CBT].
  • Vehicles:
    • Hover vehicles move over the surface of the water [CBT]. Tracked and wheeled vehicles will be destroyed if they submerge more than one quarter of their height [BTS]. In CBT the rules state that tracked and wheeled vehicles cannot move in water terrain, however destroying a vehicle because it touches water is extreme. The quarter of height will allow vehicles to correct their movement while still keeping them from traversing water areas.
  • Infantry:
    • Infantry will be destroyed if they submerge more than one quarter of their height [BTS].

Lava Effects:

  • Mechs:
    • Speed effects are in accordance with water [CBT]. While in lava, there is a 50% chance for each exposed area to take a point of damage (this is an approximation of the CBT rules). [BTS] While in lava, heat is increased by 10 points. [CBT]
  • Vehicles:
    • Hover vehicles move over the surface of the lava [CBT]. Tracked and wheeled vehicles will be destroyed if they submerge more than one eighth of their height [BTS].
  • Infantry:
    • Infantry will be destroyed if they submerge more than one eighth of their height [BTS].

Weapon Systems: Weapons are grouped by type and selected by group [BTS]. Each group can be chain fired (single weapon) or group fired (all weapons). Up to eight different weapon groups (types) can be selected. Each entry in "Weapon Statistics" is considered a group. There are not user selectable groupings. The rationale for this is that different weapons have different ranges and targeting requirements as well as the facct that this lines up with current military practice. Some would argue that all of the LRMs as well as the SRMs should be grouped, however since most standard mech configurations don't mix launcher types (creating a single group), this would allow a player to have multiple groups of those weapon systems.

Physical (Melee) Attacks: Left and right punches and kicks are possible, and damage is based on Mech tonnage and undamaged actuators [CBT]. As opposed to any Mech with a lower arm actuator being able to punch [CBT], only models that have the flexibility to make a punching action can do so [BTS]. Quad Mechs can only punch (kick) with their front legs [CBT]. Punches can be activated while moving, but kicks require the attacking Mech to be stationary [BTS]. Melee weapons mounted in the arm overide the punch and activate a swing attack with damage based on the weapon [CBT].

Damage: Each point of damage removes one point of armor or internal structure [CBT].

  • Mechs: Excess damage transfers to the appropriate location [CBT]. Damage location depends on where the model is hit, with the exception that only one out of three hits to the head will result in a head hit (taken from hit location table) [BTS]. If a torso section is destroyed, the arm is eliminated, not conserved [BTS].
  • Vehicles: Damage location depends on where the model is hit, with the exception that only half of the hits to the turret (if existing) will result in a turret hit [BTS].

Critical Hits: All critical hits odds, effects, and tranfers function exactly as CBT. The only exception is, the possibility of a critical hit with armor still existing has been removed (it ended with ammo explosions too easily) [BTS].

Sensors: Sensor systems are always of great debate. I have decided to use the CBT double-blind rules. For the purposes of the simulator, I will be using the following systems:

  • Line of Sight : Range: determined by environmental conditions: daylight 1800m, dawn/dusk 450m, fog 300m, dark 150m. Only for field of view (FOV). Infantry have a 360 degree FOV.
  • Sensors: Range: determined by unit: Mechs 450m, vehicles 360m, infantry 0m. 360 degree view.
  • Probes: TBD
  • Electronic Counter Measures: TBD
Visibility and sensor systems are used in HUD to designate when a "target lock" has been achieved and is shown as a red diamond on the currently selected target. Also used to show a square around target, friend (blue) or foe (green). Used in Tracking Display to display targets with blue or green dots.

In summary, line of sight is required for detection. Anything that blocks line of sight outside of sensor range will stop detection. Water will stop detection no mater what the distance.

Collisions: When moving at speed, a unit will take damage if it hits another object. The damage is spread over the entire unit in single points [BTS] instead of 5 point groups [CBT]. Collision damage is scaled at half the rate of CBT [BTS]. When dropping or performing "Death from Above", a drop from 12 meters or more will cause damage to the mech [CBT]. When falling (or missing DFA), the damage increases based on the speed at impact [CBT] however, DFA is a constant damage level [CBT]. The spirit of collisions has been maintained without making game breaking damage levels.

Multi-Function Displays (MFDs): Each displays information as such:

  • Map Display: Overhead terrain map with current direction of travel shown. Display has been calibrated to show black on areas that can be traversed and various shades of green for areas of difficult slope.
  • Weapon Display: Shows current weapon groups available with ammunition levels. Weapon groups that have been destroyed are shown in gray.
  • Weapon Detail Display: Shows current weapon group and lists each weapon and location. As well, destroyed weapons are shown in gray.
  • Targeting Display: 360 degree view of area around mech and identifiable targets. Can be toggled between ranges.
  • Damage Display: A graphic representation of the mech shows current armor and internal structure levels.
  • Systems Display: Shows the current functionality of various systems.
  • Navigation Display: Current navigation points are listed. Currently selected navpoint is shown in gray and displayed in the targeting display as a yellow dot.
  • Communication Display: In multiplayer, communications from other players are listed in chronological order.
  • Mission Status: Mission goals and their current status are displayed.

AI [BTS]:

  • Piloting:
    • AI has a handedness that determines their direction preference.
    • AI may avoid objects blocking their path by diverting up to 120 meters from the obstacle. If avoidance is not possible, they may reverse to find a way around.
    • AI will move around terrain obstacles to reach targets.
    • AI share targeting information to work more as a team.
    • AI ability to follow orders depends on their skill level, strength of opposition, and their damage level.
    • AI compare threat level of their target to the collective threat level of friendly units targeting target.
    • AI will flee overwhelming forces (player commanded or computer commanded).
  • Gunnery:
    • Weapon selection is based on target distance and damage capability.
    • Weapons are fired with a random offset based on their gunnery skill, distance to target, relative motion, and AI speed. [CBT/BTS]
    • Weapon accuracy is also determined by the velocity of the target and AI perpendicular to the AI's line of fire.
    • Lower gunnery skills will allow the AI Mechs to overheat to higher levels, bringing about the effects of overheat.

Weapon Statistics

Ammunition: Ammunition that is no longer needed (usually because the launcher is destroyed) can be jettisoned from the vehicle. Dropping ammo is not instantaneous with time for full jettison based on ammo type and amount left.

Lasers: The current implementation of lasers are from another's resource. While I have upgraded it, the resource needs to be changed from a point (projectile) system to a plane (polygon) system.

PPC: The description of a PPC does not lend itself to firing behavior as displayed in other games. The concept of ball lightning is not the effect created by a "high energy proton or ion bolt." Instead, the weapon looks more like a lightning bolt and travels instantly to the target.

LRM: Since the LRM has the same odds of hitting a target in CBT as a laser, I use a similar firing method. First, the target must be selected through the targeting system (selection is instantaneous). Second, the reticle must be on the target when firing. If the weapon misses, the missiles will fire in a straight path until they hit something or run out of fuel. If the weapon hits the target, the missiles will begin tracking the target after reaching their minimum range. If fired within minimum range, they will fly straight even if on target because the guidance system will not have time to engage. Eash missile has a 63% chance of hitting. LRM missiles will do full damage if hitting a building.

Artemis IV: AIV increases the probability of normal missiles (SRM and LRM) hitting their target. For SRMs, a slight guidance is added to increase their hit probability. For LRMs their hit probability has been increased to 78%. (Does not work with narc beacons).

Narc Beacon: Once attached to an enemy unit, a narc beacon increases the probability of normal missiles (SRM and LRM) hitting their target. For SRMs, a slight guidance is added to increase their hit probability. For LRMs their hit probability has been increased to 78%. (does not work with Artemis IV).

Artillery: Artillery has two firing methods; direct and indirect. The projectile from both methods functions like an LRM. Indirect firing gets target selection from a friendly TAG equipped unit and it is not necessary to have the artillery equipped unit's reticle over the target to activate tracking. Artillery projectiles create an area damage effect with maximum damage done at point of impact (POI), while units further away from the POI take less damage.

Environment

Terrain: The terrain is randomly generated based on selected parameters (see Instant Action below). Two random seeds are used during generation. This provides a possible number of unique terrains equal to 10^19 or a 1 with 20 zeros after it. The textures provide information about how difficult it is to move over the terrain. Flat areas under 11 degrees of slope are covered with a combination of two primary textures. The areas with a slope between 11 and 22 degrees are covered with a secondary texture and will be difficult, if not impossible for vehicles and infantry to move on this terrain, Mechs will find their speed reduced by half. The areas with a slope greater than 22 degrees are covered with a tertiary texture. Movement on this terrain will be difficult if not impossible for Mechs as their speed will be reduced by half for every 11 degrees of slope [BTS]. The CBT rules state that a Mech cannot move up a slope of greater than 22 degrees. While it is possible in BTS for a Mech to move up a slope greater than 22 degrees, the speed will be greatly reduced. This allows a Mech with a running start to get over small areas of slope greater than 22 degrees, but will keep it from moving long distances over such terrain.

Terrain types include Mountains, plains, craters, canyons, dunes, and flat.

Terrain additions include trees wich can be felled by weapon attack as well as impact.

Skymap: The skymap, fog, and sun position are based on selected parameters.

Nav Points:

  • There are three or four Nav points per mission.
    • Nav Alpha designates the location of the base.
    • Nav Bravo designates the attacker's dropship.
    • Nav Charlie designates a secondary location or attacker's possible target of opportunity.
    • Nav Delta (optional) designates a tertiary location or attacker's possible target of opportunity.

Mission Types:

  • Mission goals are tracked and notification occurs when each goal is successful or a failure.
  • Current mission types are "Destroy Enemy Units," "Destroy/Defend Target," "Extract/Protect Target," "and Identify Target."
  • Targets are Car, Convoy, Pirate, Base, and HPG Station.

Buildings:

  • Buildings can be damaged and destroyed [CBT].
  • Missiles do full damage to a building [CBT].
  • A Mech standing on a building with a weight greater than the building's current Construction Factor (CF) will cause the building to collapse doing damage to the Mech [CBT].
  • Collisions: Impact at speed with a building will damage the Mech based on the building's CF and will damage the building based on the Mech's tonnage [CBT].

Game Play



Page created and maintained by
Derk Adams
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