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Author Topic: Interest Check: Mech Arena Combat RP - ONE VACANCY LEFT  (Read 1893 times)

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Online Vergil TannerTopic starter

Interest Check: Mech Arena Combat RP - ONE VACANCY LEFT
« on: March 03, 2015, 04:47:22 PM »
Greetings and salutations to you all! I've got a brand new idea cooking up my brain, and I'm looking for some intrepid writers to embark upon the adventures it shall encourage with me, and I should probably stop talking like this now before you roll your eyes out of your head. I don't talk like that normally, I promise. I just thought it best to give a friendly opening, since the rest of this pitch is a little heavy and a warm opening is better than a cold one, wouldn't you say? Anyway, on to the idea; it's been sitting in my head for a long-ass time, and I thought I would finally put pen to paper and pitch it to all of you lovely individuals. The premise is, as the title of this post would suggest, a Mech Arena Combat. What this means is that the game will revolve around a handful of individuals who each belong to one of a few teams (I'll decide how many teams there are once I know how many people are interested) engaging in Glorious Combat in a selection of pre-constructed arenas for the promise of money, fame and glory. These teams can either hate each other or love each other - I leave that to your discretion - but one thing I can promise: Cross-team drama is welcomed, nay, encouraged! The characters will be spending just as much time out of their Mechs as in them, and as such, I am not just looking for shiny mechs (though that is a bonus). I'm looking for character, for drama, for interesting dynamics and complex characters, I'm looking for accomplished writers who want to really bring this game to life. Interested? Continue on, dear lad and/or ladette, and I shall explain.


It is the year 2163, and the human race has expanded across their home system with colonies on every planet, planetoid and moon that lies in a stable, predictable orbit (and even some less legitimate settlements in other, more dangerous locations), its numbers reaching far in excess of 100,000,000,000 individuals...and that's one of the conservative estimates. Humanity has fractured massively in the century and a half since 2015, with each new extra-planetary colony and moonbase and Satellite State eventually suing for independence from its mother (or father) land, to the point where there are now thousands, if not tens of thousands of different nations, each with their own customs and languages. Hundreds and thousands of bitter wars have been fought between many of these new identities - as if often the case with humanity, no independent factions can exist without some conflict - but each day, life moves on for the billions upon billions of people spanning the solar system. But there is one thing that unites the varying cultures and nations in at least a token way; the bloody, violent sport of Mechbowl. With the march of technology, older and more antiquated systems became cheaper and easier to obtain, and soon entire scrapyards were full of gears and hydraulic pipes and rusty, dented weaponry. A group of engineers and small-time businessmen decided to start up what, in their day, had been a mere fantasy; giant piloted robotic suits duking it out in a variety of locals for the entertainment of the paying public. It began, as most things do, rather humbly...but soon enough, the new sport had taken hold across the various colonies and nations of the human race. Sponsorship deals, television programming, rival promotions...everything that happens to a new craze happened, and with the heightened stakes and brutal action that humans seem to enjoy so much, it quickly supplanted all other contenders as humanities sport of choice. The twisted metal, the brutal combat, the earth-shaking footsteps and explosions of larger-than-life, commercialised warfare...the ridiculously huge jackpots, the inter-planetary fame and - of course - the sheer awesomeness of owning a giant, armed and deadly device of pure power.
And you? You are all contenders in the greatest sport to be broadcast across dozens of planets. You could be a green recruit, a veteran, a new transfer from another promotion...you could be a farmer looking to make his fortune, or a rich boy just looking for a bit of fun. The choice is yours; all the crowd cares about is whether you can fight.

I know it isn't a comprehensive history of the world(s) we're playing in, but I figured that it worked as a framing narrative, and leaves plenty to the imagination for me to build upon later. Similarly, it leaves you with a lot of room to create your own characters history; with thousands and thousands of colonies and nations spanning the solar system, it leaves you with plenty of room to invent your own nation, your own characters family, your own identity within that and your own history to bounce off of other people. If you're interested, please take a moment to just post below saying "I'm interested," before proceeding; character creation may take a while, since there's quite a bit to cover, so just let me know that you're working on the proposal if indeed you're interested. Please and thank you! :D



Now, there are just a few major factions and planetary traits I want to nail down to begin with, just to add some flesh to the background and give you an idea as to where to start:

These spoilers are long, so if you don't care about fluff, just skip them.

The roles of the varying planets in the System-wide economy
Due to the nature of space-flight - in the 22nd century, travelling from one planet to another can easily take weeks, if not months - most families live on the same planet that they work on. Therefore, you can easily distinguish the rich from the poor simply by journeying to new planets.


Mercury: Used primarily as "Magma-Farms," the people who live and work in the Bio-domes are usually poor and working-to-lower-middle-class. The "Magma-Farms," as they are known, are primarily used to supply thermo-energy which is then exported to the rest of the system. The Magma-Farms are also used as cheap and effective waste disposal, though those sections are kept away from the residential areas. Whilst the people who live and work there tend to be on the poor side, the owners of the various energy factories and disposal sites are all, without exception, very wealthy. Mech-Pilots who start out from Mercury usually salvage their first Mech from the Junk that has been sent to be disposed of or recycled. As such, Mercury has a thriving Independents scene where the contests aren't so much displays of tactical combat but street-fights in dusty, rocky arenas.

Venus: Despite its status as the hottest planet in the solar-system, its high concentration of CO2 (96%) makes it an ideal place to grow rare and valuable vegetation. Though most of the plants are kept inside the Biodomes to shield them from the worst of the surface heat, the domes are designed to allow most of the CO2 from the outside environment to enter. The owners of the various biodomes have genetically engineered the plants to grow faster and larger the more CO2 is present in the atmosphere - having been unable to simply increase the size of the plants, a catalyst was required - and the produced O2 is siphoned off and sold as "Pure Oxygen" on Earth. Much like Mercury, it is staffed primarily by the Working Class, though due to extreme atmospheric pressure and the high concentration of CO2, specialised worksuits must be worn in all areas except the Residential Sections. It doesn't have the thriving Independent Mechbowl scene that Mercury does, which just means that when the major products decide to tour on Venus, they almost always sell out every event.

Earth: Earth at this point is almost one giant city that has been carved up between the several major factions; the three major ones, and a handful of other, smaller nations. The population on Earth has long since exceeded Earth's natural resources and as such, it must rely on income from the other planets of the system to maintain its population. Whilst pollution has, thanks to various strides in renewable energy, halted, it will still be many more generations before the atmosphere clears completely. As such, pure untainted oxygen from Venus fetches a very, very high price and is sometimes served alongside a fine wine or an aged scotch. The Earths moon, due to its strategic location, has been kept neutral by international treaty. Every faction on Earths surface is allowed a small colony on the moon, but that is it. As such, most of it is still empty. Most of the families living on Earth are either upper-middle-class or upper class, being primarily businessmen and politicians.

Mars: Mars is entirely barren, being used almost entirely for production and factory work. Every major and middle-card faction has some holdings on Mars, and every other faction has a contract with at least two or three factories located on its surface, but the Zhu Dynasty is by far the most powerful on this particular planet. The workers on Mars are usually from the Middle Class, either being technicians and engineers to keep the production machines online, or in order to oversee day-to-day workings as managers or bureaucrats. Several of the major Mechbowl promotions have heavy presences here due to the planets wealth and manufacturing power, and as such almost any pilot of any skill arrives on Mars at some point in their career. Any decent pilots found living on Mars are quickly given a sponsorship deal. Because of the major promotions clout on Mars, the Independent circuit doesn't really have a presence on Mars.

Jupiter: Being a gas giant, you can guess what the hundreds of satellites orbiting the planet are harvesting. Much like Mars, the Satellites are mostly home to the Middle Class, who primarily work as office workers. Since the Mech Combat can only take place on specialised satellites, illegal Mechbowl matches and Independent Circuits aren't present.

Saturn: Though a Gas Giant, Saturn is a little more stable than Jupiter on its surface, and as such the few solid areas have iron and nickel mines peppered along its surface. These mines are protected by Biodomes and are worked by much the same class of people used to staff Venus and Mercury, with much the same Independent Circuit of Mechbowl. The Independent Circuit relies heavily on what is discarded from the Satellites above, however, since it doesn't have the second-hand industry that Mercury does. It has one, but Mercury's is far stronger. The aforementioned Satellites are very similar to Jupiters in that they are staffed by the Middle Class who oversee the Bureaucracy of harvesting the various gases from the planets atmosphere.

Uranus and Neptune: Being ice giants, their primary export is pure water and ice, which is oftentimes hard to find on many of the other planets. Much like the Gas Giants Saturn and Jupiter, they are staffed by a mixture of Middle and Working Class individuals, with a few select Upper Class families whose job it is to oversee the planets functions.

Pluto: Whilst Pluto is not technically a planet and is too far away and too small to really export anything meaningful, Pluto does have the ability to at least supplement Neptune's supply of water and ice and was the landscape for an extremely brutal theatre of the Second Solar War. As such, the three major factions have each staked a claim on a section of Pluto to A) give them a small supply of water, and B) to at least gain the semblance of a win to their people after fighting so hard over the planet(oid).

Other: There are a variety of asteroid belts and hundreds of moons within the Solar System today, each of them being home to small independent Colonies, city-states and slums. Many of the asteroid belts inevitably hide criminals, fugitives and black market traders, but no matter how many times the various police forces and militaries sweep through them, they always evade capture or move somewhere else. As such, law enforcement has largely given up on clearing these areas out and larger factions view subjugating the various independent nations as too much trouble for too little gain, so they are largely left alone except for token trade.


Three of the Major Factions. Feel free to add to them or create some more!

- The UFP, or The United Federation of Planets: After the Second Solar War in 2135, the UFP - modelled on a combination of the 21st century UN and EU - was formed from the majority of nations on one side of the conflict to attempt to safeguard humanity-wide peace in a bid to prevent another system-wide conflict. To this end, the UFP unified over a thousand nations across the system under one democratically elected Republic (which is governed by an elected Prime Minister), giving each nation only basic powers in its own day-to-day affairs whilst maintaining a federal oversight, much in the way that the USA governed its States in the early decades of the 21st Century. The nations within the UFP, however, have far less power than those United States in that they may not pass their own laws unless they are approved by the Republican Senate. Each "state" in the UFP has immediate defensive command of a branch of the UFPC (The United Federation of Planets' Corps), though they ultimately answer directly to the Republican Senate and the UFP Prime Minister. The UFP's main areas of influence (both directly through holdings and indirectly through allies and trade agreements) are Mercury, Saturn, the North-Eastern section of Pluto and roughly 70 of the 442 known natural satellites inhabiting the Solar System. Its base of operations is the former North American continent on Earth.

- The Zhu Dynasty: Formerly the Pan-Asian League (including China, North Korea, sections of annexed Japan and most of the smaller Asian mainland countries) at the time of the First Solar War (2069, when Humanity was only just beginning to colonise planets past Mars), the League quickly morphed into an Empire as the more dominant factions either crushed the opposition or combined to further their own interests, the first official Emperor being crowned in 2128. The Empire has passed through many Dynasties in its life - at this count, close to thirteen - and is currently firmly under the control of the Zhu family. It boasts, amongst other things, a cornering of the technology and production markets, thanks to its influences over Mars, Jupiter, the Asian mainland on Earth and the southern hemisphere of Pluto.

- The ANN, or Alliance of Neutral Nations: Originally created in the middle of the Second Solar War to unify those nations wishing to stay neutral in the conflict but also desiring to maintain their own sovereignty. This alliance - whilst having been fractured more than a few times as splinter groups went their own way - is governed by a Senate of representatives from each nation. Whilst each nation has complete control over its own laws, system of government and culture, in the event of conflict each nations military is put under the direct command of the Senate itself. Its main areas of influence - that is, its strongest allies - reside in large parts of Neptune, the north-west of Pluto and most of the "Middle East" on Earth.


Now that the fluff is out of the way, here is how the RP will work:

- Each player controls one character, who is allocated a team once I know how much interest there is.
- We are all Freelance teams who compete in whichever Promotion offers us the most money. Right now, we have all shown up in our respective teams to compete in one of the Productions annual tournaments, whose first heats take place on Mars and are televised system-wide. We will be living, breathing and interacting on Mars for the first couple of rounds of the tournament. The final of this particular tournament will take place on Earth.
- Out of Mech Combat, we will be free to roam the Residential areas that have been provided to us. Each team will have a separate Residential building in the same Biodome. How your characters feel about each other - whether they know each other, whether they like each other, etc etc - is up to you.
- Inside Mech Combat, for the moment, there will not be a dice rolling system. I want to see if the players that are interested can play nicely and fairly. If you can't, I will implement a dice rolling system to ensure fairplay. To encourage fair play, even the losing teams will be rewarded with winnings upon completion of the round. Not as much as the winner, but you WILL get paid. Mech repairs between rounds are free.
- Please follow the instructions below to apply.


1) Please fill out the character Bio below:

Player Name:
Character Name:
Age:
Must be 18 or over. No 16 year old savants, please.
Sex:
Planet or colony of origin:
You can choose one of the planets I described above, or create your own unique colony or nation to come from, it's entirely up to you.

Appearance: Can be a description or a faceclaim.

Brief History and Motivations:


2) Provide a Mech proposal using the template and instructions below.


- There are four classes of Mech in this universe: Scout, Assault, Heavy and Command.
--- Scout Mechs are lightly armoured and fast. Common uses for them include scouts, harassment from the flanks, or - if high ground can be found - snipers. They're most effective when in a support role because, on their own, Scout Mechs are easily dealt with.
--- Assault Mechs are the all-rounders. They're well-armoured but reasonably fast and agile, and are the most versatile of the classes. They can fill any roll from rapid-response to dependable soldier to heavy fire-support. However, without a Scout Mech providing intel or covering fire and without a Heavy providing heavy fire-support, they can be easily overwhelmed by a coordinated or specialised enemy.
--- Heavy Mechs are extremely heavily armoured but very slow. They have access to the heaviest weaponry, but are usually sitting ducks for faster, more agile Mechs. They usually need to be supported by other classes, or they can easily be ganged up on and eliminated.
--- Command Mechs are the Mechs given to Team Leaders. They can be any Class - Scout, Assault or Heavy - but gain access to some unique Support Gear and some other small benefits in order to fill the Leadership role more effectively.

The first thing you need to do is decide what role you want to fill. To begin with, I'll be giving each Team ONLY one of each role, to ensure that they are relatively balanced.

Secondly, you'll need to decide on the equipment that your Mech will carry into combat. Don't worry, this lot is just starting gear, and you can use the money gained in-game to customise and alter your Mech as you go along. As we progress, I'll be introducing more unique and flashy weapons and equipment. :-) One thing that I should note, however; every mechs cockpit is encased in a nigh-indestructable material. This way, even if a pilots mech is entirely mangled, the pilot will survive with, at worst, a few bumps and bruises. So don't worry about your pilots safety. ;) Of course, this means no open topped Mechs. Well, maybe in the illegal Underground circuits, but not on live System-wide television. :P

In order to balance it properly, each "Class" will have different equipment available to them. I'll give instructions on outfitting your Mech in spoilers, so if you've decided to use an Assault Mech, you can skip straight to that spoiler.


Scout Mech

Scout Mechs are the smallest and fastest of the three classes, but as such, have the least choice when it comes to weapons and equipment. When outfitting a Scout Mech, remember these four rules:
- Every weapon class has a "Weight Rank," or "WR." This gives you an easy-to-remember indication of whether or not your Mech can carry the weapons you want it to. Scout Mechs have a WR of 10.
- Scout Mechs may also either choose three Sub-Systems that add abilities to the Mech itself, OR the Class-Specific Support System that gives your Mech unique abilities that you may or may not want to consider.
- Weapons are given values depending on their stats. These stats won't be used in a numerical system (unless I find that it's necessary to implement one), and are for reference for gameplay only. It should be self-explanatory.
- Scout Mechs always have humanoid, agile limbs. Pilots control them through an interface as if they were their actual limbs. As such, Scout Mech arms can perform fine motor functions such as climbing, picking something up, grabbing something, etc etc. Therefore, if you equip a weapon, you must be holding it to use it. If it says "One Handed," it means that you may wield it in one hand. If it says "two handed," you may only use it in two hands.

Scout Mech Weapons. Scout Mech WR Max: 10


Light Weapons (WR:3)

-Light Pistol: One Handed. Range: Medium. Accuracy: High. Damage: Low. Magazine Size: Medium. Reload Speed: High. Rate of Fire: Medium.
-Heavy Pistol: One Handed. R: Medium. Acc: Medium. Dam: Medium. Mag: Medium. Reload: High. RoF: Low.
-Machine Pistol: One Handed. R: Medium. Acc: Low. Dam: Low. Mag: High. Reload: High. RoF: High.


Medium Weapons (WR:6)

-Assault Rifle: Two Handed. R: Medium. Acc: Medium. Dam: Medium. Mag: High. Reload: Medium. RoF: High.
-Battle Rifle: Two Handed. R: High. Acc: High. Dam: Medium. Mag: Medium. Reload: Medium. RoF: Medium (3-shot-burst).
-Shotgun: Two Handed. R: Low. Acc: Low. Dam: High. Mag: Low. Reload: Medium. RoF: Low.

Heavy Weapons (WR:7)
 
-Sniper Rifle: Two Handed. R: Very High. Acc: Very High. Dam: High. Mag: Low. Reload: Medium. RoF: Low.
-Bazooka: Two Handed. R:Medium. Acc: Medium. Dam: Very High. Mag: Low. Reload: Low. RoF: Low.
-Grenade Launcher: Two Handed. R: Medium. Acc: Medium. Dam: Medium. Mag: Medium. Reload: Low. RoF: Medium.


Sub Systems, Three Max

- Jump Jets: Allows prolonged ascension. Comes with a "Climbing Claw" on one hand. Perfect for Sniper-Scouts.
- Advanced Sensors: Allows you a higher chance of spotting "Stealthed" Units.
- Stealth: Temporarily renders you invisible, and immune to lock-on. Breaks established lock-on.
- Smoke Dispenser: Provides a Smokescreen. Blocks you from view, and may interfere with Lock-On. Not affected by Advanced Sensors.
- Enhanced Aiming: Makes weapons more accurate, allowing your shots to hit their target a little more often.
- Ammo Delivery System: Decreases reload time.
- Marker: Transmits targets location to the rest of your team and allows them to instantly lock on. Continues broadcasting for thirty seconds, even if target enters stealth.
- Target Lock: Tracks targets movement, even behind cover. Broken by deploying a smokescreen or entering Stealth, unless target has been hit with a "Marker."


Scout Mech Support System: This is an OPTIONAL REPLACEMENT for the Subsystems

The Scout Mech transforms into a four-wheel-drive, all-terrain buggy. The Scout Mech gains wheels or tracks on its feet that allows it to move faster when in humanoid mode. It also gains basic jump-jets, an activated speed boost when in Buggy mode and the ability to either deploy smoke or enter a weak stealth mode in which the buggy becomes mostly invisible, save for a light-refraction effect that isn't as pronounced in the "standard" stealth sub-system. The buggy also has access to any one one-handed weapon that is being carried on the Scout Mechs person at time of transformation, as well as any one shoulder-mounted weapon should the Mech possess any. If either of these weapons is lost or disabled, the buggy loses the ability to use that weapon. The appearance of this buggy is, to a large degree, up to the controller of that Mech and should be described alongside the Mech-form.



Assault Mech

Assault Mechs are the "middle" class, and are the most versatile of the three classes and often move just as a human might. As such, it has the most choice when choosing its equipment. When outfitting an Assault Mech, remember these four rules:
- Every weapon class has a "Weight Rank," or "WR." This gives you an easy-to-remember indication of whether or not your Mech can carry the weapons you want it to. Assault Mechs have a WR of 10, up to a max of three weapons. Assault Mechs also get access to the unique "Assault Weapons" Class.
- Assault Mechs may also either choose three Sub-Systems that add abilities to the Mech itself, OR the Class-Specific Support System that gives your Mech unique abilities that you may or may not want to consider.
- Weapons are given values depending on their stats. These stats won't be used in a numerical system (unless I find that it's necessary to implement one), and are for reference for gameplay only. Their stats should be self-explanatory.
- Assault Mechs can either have humanoid, agile limbs which pilots control as if they were their actual limbs that can perform fine motor skills, or fixed-limbs that do not move and are more like platforms for heavier weapons. Some weapons require a fixed-limb. If you equip a weapon that is listed as "Humanoid Arm," you must be holding it to use it. If it says "One Handed," it means that you may wield it in one hand. If it says "two handed," you may only use it in two hands.

Assault Mech Weapons. Assault Mech WR Max: 10

Light Weapons (WR:2)

- Light Pistol: One Handed, Humanoid Arm. Range: Medium. Accuracy: High. Damage: Low. Magazine Size: Medium. Reload Speed: High. Rate of Fire: Medium.
- Machine Pistol: One Handed, Humanoid Arm. R: Medium. Acc: Low. Dam: Low. Mag: High.  Reload: High. RoF: High.
- Heavy Pistol: One Handed, Humanoid Arm. R: Medium. Acc: Medium. Dam: Medium. Mag: Medium. Reload: High. RoF: Low.
- 4-Missile-Pod: Shoulder Mounted, Humanoid or Fixed. R: High. Acc: Medium. Dam: Medium. Mag: Low. Reload: Medium. RoF: Medium.
- Officer Vibro-Saber: One Handed, Humanoid. R: Low. Acc: Medium. Dam: Medium. Mag: N/A. Reload: N/A. RoF: N/A.


Medium Weapons (WR:4):

- Assault Rifle: Two Handed, Humanoid. R: Medium. Acc: Medium. Dam: Medium. Mag: High. Reload: Medium. RoF: High.
- Battle Rifle: Two Handed, Humanoid. R: High. Acc: High. Dam: Medium. Mag: Medium. Reload: Medium. RoF: Medium (3-Burst-Shot).
- SMG: One Handed, Humanoid. R: Medium. Acc: Low. Dam: Medium. Mag: High. Reload: Medium. RoF: High.
- Autocannon: One Handed, Fixed Arm. R: Medium. Acc: Medium. Dam: Very High. Mag: Low. Reload: Low. RoF: Low (Single Shot).
- Shotgun: Two Handed Humanoid or One Handed Fixed. R: Low. Acc: Low. Dam: High. Mag: Low. Reload: Medium. RoF: Low.
- 6-Missile-Pod: Shoulder Mounted, Humanoid or Fixed. R: High. Acc: Medium. Dam: Medium. Mag: Low. Reload: Medium. RoF: Medium.
- Rail Rifle: Two Handed, Humanoid. R: High. Acc: High. Dam: High. Mag: Low. Reload: Low. RoF: Low.


Heavy Weapons (WR: 6)

- Bazooka: Two Handed, Humanoid. R: Medium. Acc: Medium.  Dam: Very High. Mag: Low. Reload: Low. RoF: Low.
- Grenade Launcher: Two Handed, Humanoid. R: Medium. Acc: Medium. Dam: Medium. Mag: Medium. Reload: Medium. RoF: Medium.
- Light Machine Gun: Two Handed, Humanoid. Must be on Tripod. R: Medium. Acc: Medium. Dam: V. High. Mag: High. Reload: Low. RoF: High.
- 8-Missile-Pod: Shoulder Mounted, Fixed. R: High. Acc: Medium. Dam: High. Mag: Medium. Reload: Medium. RoF: Medium.
- Battle-Cannon: One Handed, Fixed. R: High. Acc: Medium. Dam: Medium. Mag: High. Reload: Medium. RoF: Medium (3-Shot-Burst).
- Flame-Thrower: Two Handed, Humanoid. R: Low. Acc: High. Dam: High. Mag: Low. Reload: N/A. RoF: N/A. Fuel vulnerable on back.


Assault Weapons (WR:8)

- Machine Gun: Two Handed, Humanoid, Must Be On Tripod. R: Medium. Acc: High. Dam: High. Mag: High. Reload: Low. RoF: High.
- Mini-Gun: Two Handed, Humanoid, Must Be Stationary To Fire. R: High. Acc: Low. Dam: Medium. Mag: High. Reload: Low. RoF: High.


Sub-Systems, Three Max

- Advanced Sensors: Allows a higher chance of spotting stealthed units.
- Smoke Dispenser: Deploys a smoke screen. May interfere with Lock-On.
- Flares: Can interfere with lock-on, including deflecting locked-on weapons.
- Stability Modules: Increases stability of arms. Increases weapon accuracy.
- Ammo Delivery System: Decreases reload time.
- Ammo Belt: Increases ammo storage.
- Target Lock: Tracks target, even through cover. Allows equipped missiles to track and follow target.
- Nanobots: Basic Nano-Armour. Can repair light damage.
- Heavy Armour: Increases armour strength, but sharply reduces speed and mobility.


Assault Mech Support System: This is an OPTIONAL REPLACEMENT for the Subsystems

This upgrades the Assault Mech to a Tactical Strike Mech, or a "Striker" for short. A Strike Mech has access to advanced Jumpjets and advanced mobility blades on its feet that allow it to move at high speeds with extreme agility. It has access to the basic nanobot subsystem, and two humanoid arms that are each armed with an advanced type of combat-blade. It also has a Scout Mech's stealth subsystem that renders it temporarily invisible to the naked eye, radar and lock-on. This, however, comes at a cost: the only ranged weapon it has access to is a Heavy Pistol light weapon.

Striker Blades: One Handed (x2) R: Very Low. Acc: Medium. Dam: Very High. Mag: N/A. Reload: N/A. RoF: N/A.


Heavy Mech

Heavy Mechs are the largest, slowest and most heavily armed of the three classes, but are also the least agile. Instead of ducking and weaving between cover like the other two classes, the Heavy Mechs stand in the open, soaking up the punishment and returning fire with blistering salvoes of their own. When outfitting a Heavy Mech, remember these four rules:
- Every weapon class has a "Weight Rank," or "WR." This gives you an easy-to-remember indication of whether or not your Mech can carry the weapons you want it to. Heavy Mechs have a WR of 12, with a maximum number of 4 weapons.
- Heavy Mechs may also either choose three Sub-Systems that add abilities to the Mech itself, OR the Class-Specific Support System that gives your Mech unique abilities that you may want to consider.
- Weapons are given values depending on their stats. These stats won't be used in a numerical system (unless I find that it's necessary to implement one), and are for reference for gameplay only. Their stats should be self-explanatory.
- Heavy Mechs, due to the weight of their weapons, always have "fixed limbs," which are more akin to stationary platforms than arms. They can either be in the shape of arms, small outcroppings or having the weapons directly grafted onto the torso itself. It's up to you. However, these arms/platforms do not move like the Scout and Assault Mech's humanoid arms do. They also do not have access to Light Weapons.

Heavy Mech Weapons (Max WR: 12):

Medium Weapons (WR:3):

- Assault Cannon: Fixed. Range: Medium. Accuracy: Medium. Damage: Medium. Magazine Size: Medium. Reload Speed: Medium. Rate of Fire: High.
- Rail Gun: Fixed or Shoulder Mounted. R: High. Acc: Medium. Dam: High. Mag: Low. Reload: Low. RoF: Medium.
- Automatic Shotgun: Fixed. R: Low. Acc: Low. Dam: High. Mag: Medium. Reload: Medium. RoF: Medium.
- Battle-Cannon: Fixed. R: Medium. Acc: High. Dam: Medium. Mag: High. Reload: Medium. RoF: Medium (3-Shot-Burst).
- 6-Missile-Pod: Shoulder Mounted. R: High. Acc: Medium. Dam: High. Mag: Low. Reload: Low. RoF: Medium.
- Plasma Rifle: Fixed or Shoulder Mounted. R: High. Acc: Medium. Dam: High. Mag: Low. Reload: Low. RoF: Low.


Heavy Weapons (WR:4):

- Minigun: Fixed. R: High. Acc: Low. Dam: High. Mag: V. High. Reload: Low. RoF: V. High.
- Plasma Cannon: Fixed or Shoulder-Mounted. R: High. Acc: Medium. Dam: V. High. Mag: Low. Reload: Medium. RoF: Low.
- Flame Cannon: Fixed. R: Medium. Acc: Medium. Dam: V. High. Mag: Low. Reload: N/A. RoF: N/A. Fuel supply vulnerable.
- 8-Missile-Pod: Shoulder-Mounted. R: High. Acc: Medium. Dam: High. Mag: Medium. Reload: Medium. RoF: Medium.
- 14-Missile Pod: Shoulder-Mounted, occupies both shoulders. R: High. Acc: Medium. Dam: High. Mag: Medium. Reload: Medium. RoF: Medium.
- Grenade Cannon: Fixed or Shoulder-Mounted. R: Medium. Acc: Low. Dam: Medium. Mag: High. Reload: Low. RoF: High. Can be Indirect


Sub-Systems, Three Max

- Advanced Sensors: Allows a higher chance of spotting stealthed units.
- Specialist Grenades: Must have the Grenade Launcher equipped. May use Smoke, flash and sticky grenades as well as explosive.
- Flares: Can interfere with lock-on, including deflecting locked-on weapons.
- Ammo Delivery System: Decreases reload time.
- Ammo Belt: Increases ammo storage.
- Target Lock: Tracks target, even through cover. Allows equipped missiles to track and follow target.
- Nanobots: Basic Nano-Armour. Can repair light damage.
- Fortress Armour: Increases armour strength to incredible levels, but sharply reduces speed and mobility.
- Overcharge: Allows you to charge up and increase the strength of Plasma and Rail weapons, but each time you overcharge, you are more likely to overheat or break the weapons.


Heavy Mech Support System: This is an OPTIONAL REPLACEMENT for the Subsystems.

The Heavy Mech may transform into an "Earthshaker Artillery Platform." The Heavy Mech possesses the Advanced Sensors and Fortress Armour Subsystems, along with one Fixed Arm weapon from the Heavy Mech Medium Weapon list. The Mech is also equipped with one "Siege-Class" Weapon, from the list below. To use the Siege Weapon, the Mech must enter "Platform Mode," which will vary depending on the appearance and design of the Mech in question. The transformation will take thirty seconds, in which time the Mech will become completely immobile, the Siege Weapon will shift to a usable position - be it braced along the mech's back, or planted firmly on the ground or any other position from which it can be fired depending on the design of the Mech - and the Medium Weapon will assume a defensive turret-like position somewhere on the Mech's platform in order to offer basic protection from attack. The Siege Weapons are indirect, and as such will require coordinates fed from other Mechs in order to be fully effective.

Possible Siege Weapons (pick one):

- Rail-Cannon: Range: V. High. Accuracy: Low (without spotter). Damage: V. V. High. Magazine Size: High. Reload Speed: Low. Rate of Fire: Low.
- Artillery Cannon: R: V. High. Acc: Low (without spotter). Dam: V. High. Mag: High. Reload: Medium. RoF: Medium.
- 25-Pod-Siege Missiles: R: V. High. Acc: Medium. Dam: High. Mag: Medium. Reload: Low. RoF: High. May fire all 25 individually, or all at once.



Command Mech

Command Mech's are not, strictly speaking, a separate class. Command Mechs may be any "class," be it Scout, Assault or Heavy, but do get a number of basic upgrades to help them carry out their leadership responsibilities with greater efficiency. They have slightly better armour than "normal" members of their respective class, and gain two extra Sub-Systems - regardless of whether or not they are equipped with their classes unique Support System - that must be chosen from the following list. Each team gets only one Command Mech.

Command Subsystems:

- Localised Shield Generator: The Command Mech may deploy a portable shield generator that creates a spherical shield around the generators current location. Mechs and humans may pass through the shield unhindered, but gunfire may only leave the shield and not enter it. Once deployed, the shield cannot be moved, and after the shield has sustained a certain amount of damage, it will shut down. One use per generator. Start battle with 2 generators.
- Ammo Cache: The Command Mech may deploy a single ammunition duplicator that supplies the controlling team with unlimited ammo refills. Can be captured. Cannot be moved or redeployed. Max per Command Mech: 1.
- Communications Scrambler: May periodically disrupt enemy teams communications. Lasts for forty-five seconds. Takes five minutes to recharge.
- Advanced Radar: Upgrades the basic Mech radar. It has longer range, can tell what class the mech is and estimates its current loadout. Basic radar can tell friend from foe.
- EMP: The Command Mech may periodically disable all weapons - friend and foe - in a localised area. Duration: 20 seconds. Recharge time: 90 seconds.
- Advanced Nanobots: May apply advanced nanomachines to self or ally to repair light to medium damage. The nanobots must take two minutes between uses to recharge.
- Mobile Turret: The Command Mech may deploy a Machine Gun Auto-Turret. May be picked up and redeployed. Can be destroyed.
- Advanced Communications Relay: The Command Mech has a protected communications line that is immune to scrambling. This line connects to one and only one other Mech.
- Sophisticated Communications Relay: The Command Mech possesses a protected Communications Relay that protects its line to all team members from scrambling. Team members may talk to the Command Mech and vice versa during scrambling, but team members communications to non-Command Mechs are disrupted as usual. This Subsystem takes both slots.
- Hidden Weapon: The Command Mech may carry one Scout Mech Light Weapon in addition to its other weapons.


And there you go! If you got through that, you should be ready to create your mech!


Step 3) Please provide a writing sample; I would like you to write an average (for YOU; I want to know what to expect from you in terms of content in-game) post from the perspective of your proposed character. The scenario can be whatever you want, so long as it is one that could occur in-game.



So, as a recap:

I need:

1) A brief character Bio using the template below:

Player Name:
Character Name:
Age:
Must be 18 or over. No 16 year old savants, please.
Sex:
Planet or colony of origin:
You can choose one of the planets I described above, or create your own unique colony or nation to come from, it's entirely up to you.

Appearance: Can be a description or a faceclaim.

Brief History and Motivations:


2) A brief Mech Bio, using the template below:

Mech Name: What your character has nicknamed their Mech.

Mech Class: EG, Scout, Assault, Heavy, Command Heavy, etc.

Mech Armaments: The weapons and subsystems your Mech possesses, including whether or not it is using the optional Special System.

Mech Appearance: You can use a written description, a picture or a drawing if you want so long as it gives me an idea of what your Mech looks like. It must fit the class and requirements. EG, a Scout Mech is not going to be gigantic or heavily armoured. If your Mech can transform, include a description of the alternative mode as well.



3) I need a written sample, from the perspective of your proposed character. It can be any scenario you can think of, I just want to get a feel for your writing style. :-)



And that's about it from me! I hope you're all still paying attention, and I hope this interests a few people. It took me literally 8 hours to write, so I hope somebody likes it. XD
« Last Edit: March 22, 2015, 05:26:02 AM by Vergil Tanner »

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #1 on: March 04, 2015, 07:31:43 AM »
Before anybody asks, I do have a character in mind, piloting a Command Assault - as GM, it makes sense for me to be playing a Team Leader - but I won't go through the character template until I know whether there are any interested players around. :-)

Offline Jarred109

Re: Interest Check: Mech Arena Combat RP
« Reply #2 on: March 04, 2015, 11:44:32 AM »
Neat idea! I'm interested, will start coming up with a character concept soon!

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #3 on: March 04, 2015, 11:54:22 AM »
Sweet, I'm pleased to hear it :-) This idea has been knocking around in my head for at least a year, so I'm glad that somebody else likes it, at least. ;) I look forward to seeing your concept bio. ^_^

Offline Jarred109

Re: Interest Check: Mech Arena Combat RP
« Reply #4 on: March 04, 2015, 01:05:53 PM »
Player Name:
Character Name: Ivan Hermes
Age: 24
Sex: Male
Planet or colony of origin: Mercury

Appearance:

Brief History and Motivations: Ivan's pretty much got the stereotypical mercury farmers kid turned mech warrior background. Ivan didn't have high expectations for life growing up. His parents were honest hardworking magma farmers, his two older siblings were going to be magma farmers and for a good portion of his youth he was planning the same. Then Ivan saw his first Mech battle. It wasn't a massive complex event like they had on the nice planets, just two scrappers testing out their rigs. Ivan was hooked immediately, working with a waste disposal team to collect spare parts and spending large portion of time putting them together. It was plenty of trial and error,with his first two mechs almost getting him killed.Silver Lady III was the one the made it, and hes kept it ever since. Admittedly, so much of its been replaced and improved over the years it's hardly the same mech, but its the thought the counts.
Ivan is obsessed with money, always working to acquire the big payoff that'll help him move his family to earth to live out their years in comfort and luxury.


2) Is that... is that tape holding that gyro up? And where do half there wires even go to?!
Silver Lady III is exclusively worked on by Ivan, because if anyone else would go mad attempting to understand it's design and inner workings. Ivan certainly doesn't mind, and is actually very protective of his 'Number one girl'. She was the third mech he finished building on Mercury many years ago, with Ivan having made multiple improvements and replaced many of the older parts as he made it to the 'Big Leagues'
Mech Name:  Silver Lady III

Mech Class: Scout

Mech Armaments: Heavy Pistol, Grenade Launcher. Jump Jets, Advanced Sensors, and Marker.

Mech Appearance:
Similar to the image.
Silver Lady's humble origins still show through in her design, with parts of the bent and mismatched colorful parts that originally made her up still showing up occasionally on her frame. Still, a lot of her is still new.. or at least newer compared to some parts. Silver is a bit of a stretch though, she's gun metal grey for the most part with the occasional exception from an often brightly colored spare part. A humanoid shaped mech almost thin and feminine in shape. Two arms end differently, a clawed hand useful for catching walls when climbing and a more dexterous hand for manipulating and using weapons. It carries few weapon systems: On its 'hip' is attached its large pistol, more then able to put rounds through all but the heaviest armors. On it's lower back it carries the seemingly scout inappropriate grenade launcher, army green in color and clearly originally carried by another mech. Large jet boosters, mismatched of course, extend from her back almost like angel wings.



3) " Come on baby girl, work for daddy.."
Ivan stared at the numbers on the screen in front of him, eyes silently pleading them to stay within limits. He was in the pilot section of his Lady.He was dressed in tied off coveralls and a wife beater stained with oil, dirty rags and tools scattered around him. He was hardly dressed or prepared for a fight, unfortunately he might not even make the fight if he couldn't get his thrusters to sync and align. The main problem was the left was Terrajump 5, and probably older then he was. It had a tendency to kick in late, which meant the other one, a newer Metal Angel 320 with start him toppling in a somersault. Even better, when it did fire up it would come on full blast before setting to its desired output and then send him somersaulting the other way.

Ivan probably should have replaced it by now and get a matching set just to make it easier. Still, even single thrusters were ridiculously expensive. Not that he'd even have time to install it before tomorrow. Besides, all he had to do was delay the firing on the angel side until Terrajump had a chance to warm up. Then of course have Angel turn initially to full blast to compensate for the first jump in power, before also falling to desire level. It would be a little jerk in the beginning but otherwise fine. At least he hoped.

The tricky part was timing, which is why he was watching the output level on the screen so closely. So far it was good, the delay was in and now for the initial jump in power..
The cockpit jumped and started leaning to the side then the other righting itself, scattering tools and rags everywhere. Ivan calmly hit the controls to power off, sighing in defeat. They were still a half second off from each other, which could work if need be. Maybe he could get it just a little closer..
"Aww, you're just acting up cause you want daddy to spend more time with you.. Just a few more hours, we both need to get some rest before tomorrow alright Lady?"
« Last Edit: March 16, 2015, 03:38:23 PM by Jarred109 »

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #5 on: March 04, 2015, 01:35:27 PM »
Ivan looks good! It's always interesting to have a farmers kid, especially in a setting where he will be coming into contact with plenty of wealthier individuals...and it's always fun to play with the Mercenary type characters who are in it for the money. Well, I suppose they're ALL in it for the money, but you know what I mean :P

There is one thing that I would like to point out, though; not your fault, since I wasn't initially clear, but as Lady is a Scout Mech with a Grenade Launcher, it means that she doesn't have it attached directly to her arm; Scout Mechs aren't sturdy enough for that kind of arm-mounted ordinance, especially not with humanoid arms. As such, if she's equipped with a Grenade Launcher, she literally has a giant grenade launcher that she holds in her hands. If a weapon is listed as "One Handed" or "Two Handed," it means that the weapon is carried as a separate gun; if it's an attachment to the arm, it will say "Fixed" or "Fixed or one/two handed." That also means that she needs to sling it across her back or something in order to use her pistol. Other than that, it looks good! Once we have a couple more people interested, I'll whip up my own character to fill in any gaps we might have (EG, if we have two males and one female, I'll make my character a female).

But long story short, besides the slight discrepancy with her description, it looks good! :D
« Last Edit: March 04, 2015, 01:36:55 PM by Vergil Tanner »

Offline Jarred109

Re: Interest Check: Mech Arena Combat RP
« Reply #6 on: March 05, 2015, 12:41:37 AM »
Ah ok, easy fix then! Lady has two hands now!

And to be fair, he does want the money for a good cause!  ::)

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #7 on: March 05, 2015, 05:19:27 AM »
Suuuuuure, that's what they all say ;) :P

Anywho, let's hope we get some more interest! We can't have a team-RP with only two people, after all :P

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #8 on: March 07, 2015, 10:30:56 AM »
Still need more people; we can't have a team-based RP with only two people, now can we? :P

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Re: Interest Check: Mech Arena Combat RP
« Reply #9 on: March 08, 2015, 07:21:23 PM »
I might be interested as I love mecha and when organized arena combat is added in, I like it even more!  However, I have some questions regarding the Heavy Mech class:

Quote from: Heavy Mech Support System
The Heavy Mech possesses the Advanced Sensors and Fortress Armour Subsystems, along with one Fixed Arm weapon from the Heavy Mech Medium Weapon list.
Does this mean that the fixed weapon that is mentioned is an additional weapon that comes with the Mech along with the optional basic systems and the Siege weapon?  Or is it the only weapon, besides the siege weapon, that is allowed?  What I mean is, let's say I chose to equip the mech with four medium weapons.  Would I be able to add this one fixed arm weapon as well as the Seige weapon?  Or am I reading this incorrectly?  Also, would all weapons equiped on the mech while in Siege-mode be active?

Next, are there any specific mech designs that you are looking for?  I could be mistaken, but it is not limited to humanoid forms, right?  Ex.  Spider-like, Tank-like, etc.

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #10 on: March 08, 2015, 07:47:04 PM »
Hey there, Serp! So, to answer your questions:

1) The Siege Weapon and the two Subsystems replace all weapons that would otherwise have been equipped; much like the Assault Mech replaces the choice with a specific build, so too does the Siege Mode. So, you only get what is listed in that section, nothing more, nothing less. So the Siege Mech would get the Super Heavy weapons, the two systems, one Medium weapon and that's it. Trade-off for huge indirect firepower is not much direct defensive capabilities of its own.

2) They don't have to be humanoid, no, but they would only be basic equipment...no special stats or enhanced characteristics until you bought some in-game. So yes, you could have your Heavy be a Spider-Mech if you wanted....so long as it has legs. If it has tracks, it's just a giant tank rather than a mech. :P

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Re: Interest Check: Mech Arena Combat RP
« Reply #11 on: March 09, 2015, 01:54:48 AM »
Hey there, Serp! So, to answer your questions:
Hello there!
Quote
1) The Siege Weapon and the two Subsystems replace all weapons that would otherwise have been equipped; much like the Assault Mech replaces the choice with a specific build, so too does the Siege Mode. So, you only get what is listed in that section, nothing more, nothing less. So the Siege Mech would get the Super Heavy weapons, the two systems, one Medium weapon and that's it. Trade-off for huge indirect firepower is not much direct defensive capabilities of its own.   Too bad that it doesn't get two of the super-heavy weapons.  The missile pods and the Rail Cannon sound like fun:  Use the missiles to pin them, the go for the fatal direct hit.  :P
Alright, that clarifies things greatly!  If I go for the Heavy, I'll just forgo Siege-Mode and just take on the Fortress Armor Sub System.  I'm not one who prefers to play the covering-fire type of mecha!  I love my speedy Sniper mechs with the occasional dipping into overwhelming barrage of firepower side of mecha.
Quote
2) They don't have to be humanoid, no, but they would only be basic equipment...no special stats or enhanced characteristics until you bought some in-game. So yes, you could have your Heavy be a Spider-Mech if you wanted....so long as it has legs. If it has tracks, it's just a giant tank rather than a mech. :P
True, very true, haha!  I like the idea of multi-legged mecha as it is a very stable base for weapons that need to be held stable to be effective. 

Also, I do have a question about the weights of each weapon for each class.  For example, Scout light pistol weigh 3 while the light pistol of the Assault weigh 2.  Is it because of the mech's size?  I would assume that all weapons of all classes weighed the same.

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #12 on: March 09, 2015, 04:03:27 AM »
Haha, fair enough! Yeah, if you took the Fortress Subsystem, it would be less "dip in and out of cover" and more "stand and shoot." The Fortress subsystem turns your already slow Mech into more of a slow-moving Battlestation. :P

As for the weight, they aren't fully representative of the actual weight of the weapon, more like the weight in relation to the size of the mech. In all honesty, I just use them as shorthand to stop people loading up on three Heavy weapons. They are nowhere near representative of the actual weight of the Mech. :P

Offline Yugishogun

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Re: Interest Check: Mech Arena Combat RP
« Reply #13 on: March 09, 2015, 09:43:45 AM »
I'm very interested. :) Also a question: I'll be piloting basically Strike Gundam and I was wondering that with its backpack switching gimmick, would it be more of a command mech or an assault mech?

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #14 on: March 09, 2015, 09:50:49 AM »
I can honestly say that I have no earthly idea, since I don't know anything about Gundam. I will note, however, that from what I understand, it's unlikely that you'll be able to get Strike Gundam exactly, given that Jetpacks are only available to Scout Mechs, and I'm angling for a slightly more "realistic" movement speed for them. :P Also, a "Command" Mech isn't a separate chasis; it's just an upgraded version of one of the other three classes. So a Command Mech can be either a Scout, Assault or Heavy. Command just gives it a couple more Subsystems and upgraded armour and mobility. I would probably lean more towards Assault for a Gundam, though I would bear in mind that this is closer to MechWarrior and Armored Core than it is to Gundam Wing. :-)

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Re: Interest Check: Mech Arena Combat RP
« Reply #15 on: March 09, 2015, 09:55:48 AM »
Understood. I'm aware my mech won't ever be the actual thing, though it's more a homage to the suit. I think have a good idea what specs to give it now thanks to your help. :)

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Re: Interest Check: Mech Arena Combat RP
« Reply #16 on: March 09, 2015, 09:57:11 AM »
No worries! I look forward to seeing what you come up with :D :D

Offline Yugishogun

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Re: Interest Check: Mech Arena Combat RP
« Reply #17 on: March 09, 2015, 10:37:01 AM »
(Retracted)
« Last Edit: March 09, 2015, 11:04:39 AM by Yugishogun »

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #18 on: March 09, 2015, 11:01:51 AM »
Ok, lessee....only a couple of minor issues:

"by a bunch of nerdy Asian billionaires"
Um...I'm not sure about that line. Leave it in if you want, just be wary of creating caricatures, y'know? :-)

The characters appearance. I know it's inconvenient, but since this is more on the realistic side, I would prefer it if it was a more realistic picture. It doesn't have to be a photo, but the art style is too different to the actual style of the RP to really fit in. If you can't find a "realism" style picture or photo that matches your ideal description, a written one is perfectly fine. :-)

I'm also not completely sold on the concept of the colony itself...I mean, it just feels like you're trying to find a way to crowbar in an anime style to a more realistic, grungy RP, and I'm not convinced that the peg is going through the right hole, if you get my meaning. I mean, it seems like a caricature of a subset of culture, and I find it odd that in a "realistic" society, that sort of thing would take over an entire colony. Just maybe...tone it down a little? At the moment, with the extremes you're going to, it does feel like you're trying to force a certain style in where it doesn't fit.


But those are the only real issues I can see. :-)

Offline Yugishogun

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Re: Interest Check: Mech Arena Combat RP
« Reply #19 on: March 09, 2015, 11:04:12 AM »
Ok, lessee....only a couple of minor issues:

"by a bunch of nerdy Asian billionaires"
Um...I'm not sure about that line. Leave it in if you want, just be wary of creating caricatures, y'know? :-)

The characters appearance. I know it's inconvenient, but since this is more on the realistic side, I would prefer it if it was a more realistic picture. It doesn't have to be a photo, but the art style is too different to the actual style of the RP to really fit in. If you can't find a "realism" style picture or photo that matches your ideal description, a written one is perfectly fine. :-)

I'm also not completely sold on the concept of the colony itself...I mean, it just feels like you're trying to find a way to crowbar in an anime style to a more realistic, grungy RP, and I'm not convinced that the peg is going through the right hole, if you get my meaning. I mean, it seems like a caricature of a subset of culture, and I find it odd that in a "realistic" society, that sort of thing would take over an entire colony. Just maybe...tone it down a little? At the moment, with the extremes you're going to, it does feel like you're trying to force a certain style in where it doesn't fit.


But those are the only real issues I can see. :-)

I think I'll retract my interest then. When I look at your points, I see that I do not fit in this game. Best of luck. :)

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #20 on: March 09, 2015, 11:07:58 AM »
Well, that's a shame. :-( I understand, of course. I'm sorry you feel that you don't fit in, and I wish you luck in future. :-)

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Re: Interest Check: Mech Arena Combat RP
« Reply #21 on: March 09, 2015, 11:29:23 AM »
Okay, one last question for the moment:

For shoulder-mounted weapons, let's say that I choose a spider-based design, which obviously doesn't have shoulders, how would that work?  For example, let's go with the 8-missile pod on the heavy class.  Would I be able to set it pretty much anywhere on the mech?  Or are there certain locations in this scenario?  Also, would weapons on such mech body structures be mounted on turrets?

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #22 on: March 09, 2015, 11:34:53 AM »
Ok, there's a very simple answer to that: even if you're doing a Spider Mech, it still has to have a cockpit on the top, as a torso. Kinda liiiiike.....



Doesn't have to look exactly like that, but you get the idea. It has to have legs, then a torso that is distinct from those legs, rather than an undercarriage or an actual spider-shape. And in that case, the rocket pods would go where the shoulders would be, if it had arms. Now, if you're going for "Fixed position" arm weapons, then it would have to have some kind of attachment, like a platform attached to where the arms would be. If you're using a one handed or two handed weapon - that is, a weapon labelled specifically as "Humanoid," you HAVE to have arms to use it.
Does that answer your question? :-)

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Re: Interest Check: Mech Arena Combat RP
« Reply #23 on: March 09, 2015, 11:41:56 AM »
Ah, okay.  I was visualizing a mech that looked sort of like this:



I saw the giant cannon atop it and thought, 'That's a great place to put a Rail Gun.'  But, since it needs a distinct torso-like cockpit, I'll need to dig up other mech ideas. 

Online Vergil TannerTopic starter

Re: Interest Check: Mech Arena Combat RP
« Reply #24 on: March 09, 2015, 11:47:37 AM »
Yeah, that mech is more the sort of thing you would expect a crew to pilot...and honestly, the head is extremely cumbersome if you only have the one pilot. I mean, think about it; what's more tactically sound, having the driver and only crew member in a front-mounted head that has to turn the entire body to look around, or having a cockpit on top that can rotate 360 degrees? The former wouldn't last very long in open Mech combat, would it? :P As for the Railgun, that would likely be tucked up on the back of the Mech, and only folded out when it turned into a Platform. :P

I can see what you were going for, but that sort of thing is more of a multi-crewed Mech rather than a solo-piloted mech, y'know?