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#battletech #mech #mecha #mechwarrior #realrobot #titanfall
Published: 2023-08-20 06:53:26 +0000 UTC; Views: 3040; Favourites: 28; Downloads: 1
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Description
After some comments on one of my recent art-pieces, i was inspired to draw and think up of an idea for a FPS Battletech Game with similar mechanics to Titanfall.
Expect combined arms warfare of mechs and infantry, and all units in between. Fighting in Urban areas, Forrests, Rock fields, scrapyards on other environments for close in combat.
here is the sister post to this that shows what i think this game would look like
www.deviantart.com/jaromcswens…
my other battletech fanart
www.deviantart.com/jaromcswens…
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Battlemech Drop
(a battletech game idea inspired by titanfall)
Battletech attrition
Start out match with 200pts
1 point =1 second
Kill bot=3 to 10 points (depending on infantry bots to mech bots)
Damage players=10 to 30 points
Capturing and holding control areas gains points
No points collected while in a battlemech (can still collect while in BA and protos)
Battlemech Prices
(These prices will vary on clan/IS)
=Start of game
Infantry (free)
Battle armor 50pts
Light mech 200pts
=Mid game (6 minutes)
elite and jump infantry (free)
Protomech/Assault BA 100pts
Medium mech 400pts
=End game (12 minutes)
Heavy mech 800pts
Assault mech 1000pts
=Some changes
No respawn timers, can immediately join using what points you have. When there are enough points you can spawn again (turning your current form into a bot)(only exception being infantry), spawn at base or any held control point. Can spawn a small army of cheap bots by respawning if wanted.
No minimum ranges, instead some weapons do better damage at longer ranges such as LRMs and PPCs)
Machineguns can do damage on mechs and BA (but generally more efficient at killing infantry).
Mechs are 1st person combat and fps controls (slower reactions in general compared to infantry).
Instead of locational damage, you can suffer debuffs (slower movement, decreased damage, slower rate of fire, lose ability to jump jet, etc etc), all damage and debuffs are fixed at base or the nearest held control point.
Teams consist of both clans and IS, a player can select either options before battles or swap out those options between spawns.
Between games can check progress and gain new mechs and units. Playing each mech or unit unlocks progress for upgrades for that unit.
A mech is customizable, but tonnage isn't important, instead you can swap the big weapons between a selection of weapons available to that mech. You can Upgrade weapons, and upgrade or change the effects of core parts of the mech. Change the optional ways jump jets act. Boost armor at cost of speed or vice versa. U[grade the cooldown on all energy and missile weapons.
Heat isn't there, instead energy weapons and missiles have the same cooldown timers.
Equipping extras. Disposable SRMs on BA and Protomechs, anti BA pods for mechs, arm shields, melee weapons, etc etc.
—--------------------------
Inner Sphere
Select options
=Infantry
Grunt
Elite
Jump Trooper
=Reaction Forces
IS Standard
Battle Armor
Kanazuchi
Assault Battle Armor
=Battlemech Support
Urbanmech
Light Battlemech
Griffon
Medium Battlemech
—------------------------
Clan
Select options
=Infantry
Soldier
Elemental
Heavy Infantry
=Reaction Forces
Elemental
Battle Armor
Roc
Protomech
=Battlemech Support
Adder
Light Battlemech
Nova
Medium Battlemech
—--------------------------------
=Battlemech Reinforcements
Mad Dog
Heavy Battlemech
Mauler
Assault Battlemech