Makes sense there. After all, we'd need something powerful for the Ragnarok to move.
Yeah, I'd say fusion reactors are probably standard for heavy mechs. For light mechs like my own, probably a battery. (Which means my character would have to rely on yours for recharging - another reason she'll grudgingly agree to having company.) Under heavy use (which will certainly be the case for us), I'd say the battery would need recharging for an hour or three every few days or so.
I feel that having it's armor and firepower would be dire. I mean, the Ragnarok was designed for lots of arena combat, so in a free-for-all, most foes tend to gang up on it! It needs the armor to withstand the firepower of multiple mechs firing from all directions and fight back!
And, on the flip side, there would be Angela's motivation for not wanting to simply strike off on her own. While she can easily go toe-to-toe with small numbers of bigger mechs, she'll need smaller mech allies to swat the flies off or she can be defeated easily be being swarmed by power suits or small drones.
I'd need to change some details regarding Angela's background since it says her parents owned factories on Mars, but I agree with everything overall.
Nah! I mean, if they live on the Moon (or at least stayed there often enough for Angela to be born there), that would imply that they're a) wealthy (which would also explain how Angela could afford to get into mech fighting as a sport), and b) invested in colonization. They could be the financiers and/owners of a couple of autonomous
factories on Mars, that are engaged in some kind of production to facilitate colonization. (They could even be terraforming factories.)
I would say that Miniguns shouldn't be on any mech lighter than Medium. Instead, standard machine guns would be better for lighter mechs.
I was thinking of having my character's mech armed with a fully automatic flechette gun, bolted onto its right wrist. (Not an anti-mech weapon, obviously, but rather anti-personnel.)
In fact, let me run the starting load-out I have in mind by you:
- ~20 T base mech - roughly humanoid: bipedal with jumping jets, and arms with fully articulated hands.
- ~5 T backpack with ECM equipment - some of which is integrated with the mech - including:
- Radar (primarily "upwards" facing - not very useful along the ground, but rather is for spotting and "painting" aircraft).
- Lidar (primarily for ground sensing - used to create terrain maps that are shared among combat units, and for detection and "painting" of targets).
- Extended-range imaging (infrared and ultraviolet) - used in conjunction with lidar/radar for spotting and "painting".
- Chaff - shells fired upward for blinding/confusing radar (including its own, sadly). The cartridges can be timed to explode a variable length of time after launching. The chaff falls slowly, like confetti, so is only good for a few minutes at a time. Starts loaded with 100 cartridges.
- Decoy balloon - shells fired upward that burst and expand into small balloon that hangs chaff from it. Can stay in the air for the better part of an hour, but can be blown away in high winds. Starts loaded with 12 cartridges.
- Full spectrum antenna and broadcast unit - used to detect signals, and transmit confusing or "ghost" signals. These can be defeated, but it requires manual tuning to filter out (and then the fake signals can be adjusted to get around the filters, lather, rinse, repeat).
- Satellite detection - if the sky is clear, can detect the presence of satellites overhead, and identify them using a database of registered satellites (for being aware of when enemy spy or tracking satellites are coming into range).
- Fully-automatic flechette gun, mounted on right forearm - not capable of penetrating even light armour, primarily an anti-personnel weapon. Starts loaded with thousands of flechettes.
- Combination shield/pile-driver, mounted on left forearm - provides a small area of heavy armour (mostly just big enough to protect the cockpit when raised), and a gas-powered piston with a spike on the end for penetrating light-to-medium armour at close range (like, really close range).
As you can see, she doesn't start with any real
weapons, so she'll grab whatever happens to be handy. I imagine after the first engagement or two, she'll pick up a shotgun or machine gun or three, and use them until they're out of ammo. With a modular mech, she can pretty much use any other modular (that is, "hand"-held) weapon that isn't absurdly heavy, though the bigger/heavier the weapon, the more mobility she sacrifices. (I'd say she might
be able to lift a beam weapon, and fire it... but wouldn't be able to move around with it. And of course, with heavy weapons or artillery, she'd need to brace it or the recoil would knock her back on her ass.) Eventually she'll probably find a weapon she can actually claim and keep.
What do you think?
I think that's about everything and I completely agree on the A.I. not being allowed to fire weapons.
Yeah, I also wanted to avoid the idea of having mechs as autonomous characters. I wanted to avoid "easy outs" like if someone runs into an enemy patrol on foot, they can just trust their mech to get them out of it. It's much nicer for the game if they're forced to rely on other characters.
I was planning of having my mech "remote controllable"... but from an actual remote control (like a game controller, but obviously more advanced) connected by wire (not wireless, because that can be hacked, and then my mech would be someone else's mech) - or at the most, direct line of sight control by light pulses, but only when enabled. And even then, the remote control is very limited to only pre-programmed operations - it's not even close to being a replacement for a pilot actually in the cockpit. (The intention for the remote control was so that she could load the mech into containers, onto trucks, and so on, without actually being inside. And so that she can have it crouch to disembark, then from outside make it stand so it's a little harder for anyone to climb into and mess with the controls. Or so that she could get out, scout ahead on foot to see if the mech can get closer to a target without being seen, then control it to approach when it's clear. There is no way she could actually engage in combat remotely.)
Oh, I forgot to mention, about the "data suits" thing: I was going to have my character's "standard" piloting suit be a form-fitting suit, though the only "data link" it will have is that it will have a built in ECG (among other things) that, when plugged in, allow the mech to monitor her vitals. The suit has some "smart" systems built in that can do stuff like juice her with stimulants on demand, or morphine if necessary, and various other stuff to help keep her alive and fighting. It can also be set to "self-destruct" the mech when her vitals cease - which is something I figure pilots would normally do when going into combat in enemy territory, or when there's a plausible chance their mech would be captured.
She will pilot the mech normally by sitting in a seat/harness thing that she slides into, then it inflates around her to lock her in and cushion her (from the kind of impacts you expect when mechs fight). Normally she'd control it with a pair of pedals, and a fighter-plane-like control stick on each side, but she can switch to "puppet" mode on any combination of her hands, arms, and legs for fine grained control of posture, hand position, etc.. How about that?
At any rate, her flight suit is not part of the piloting system - it's just a souped-up futuristic g-suit with some telemetry to monitor her vitals; it's for keeping her alive while getting knocked around inside a mech, not piloting. In fact, at the beginning - before she sets all that up - I figured she will at first be piloting the mech dressed something like this