Let’s dive right into some details! Everything listed here is more of a guideline to demonstrate the concepts. The final list of efficiencies and modules are still being examined.
Experience Points (XP)
XP is a cumulative point system used to unlock BattleMech Efficiencies by performing in game actions correctly. All earned XP is divided by a percentage between General XP and BattleMech Chassis XP.
General XP can be spent on any BattleMech efficiency, while BattleMech Chassis XP can only be earned on the current active player BattleMech.
Examples of XP Actions:
- • Destroying an enemy unit.
- • Detecting an enemy unit.
- • Assisting a friendly unit.
- • Disabling an enemy unit.
- • Accomplishing a command order.
This is the basic layout of the tree for any of the ’Mechs or variants that we launch with (or when we initially introduce the base model and chassis of any brand new ’Mech). Players need to spend XP to unlock all of the upgrades on each tier in order to be able to access the next tier. The jump jet related upgrades on tier 4 would be removed for any ’Mech that doesn’t have jump jets. In order to access Elite I, the player needs to not only unlock all upgrades on tiers 1-4 of this model, but they have to do the same for every initial variant. After they access and spend XP to unlock Elite I, tier 5 is then accessible for all initial variants. Elite II is accessed in a manner similar to Elite I. The player must have unlocked tier 8 on each of the initial variants.
Each BattleMech chassis has a set number of slots available for modules. Players can fit whichever modules they want or deem necessary for their upcoming matches. The number of applied modules cannot exceed the available slots on a BattleMech and each module is unique in that multiples of the same module cannot be used.
The Cost of Modules
A Module is unlocked by gaining efficiencies in a particular BattleMech’s Mech-XP Tree. When a single Tier for a given chassis is complete, the player earns 1 Player Point. Once a Module on the Pilot Skill Tree has been unlocked it produces modules. These modules are purchased as an item from the Store using C-Bills. If the player wishes to use the same module across multiple BattleMechs, they will have to purchase one for each.
Scout Role Skills:
- • Radar Range Increase – Increases radar range by 2% up to 5 times
- • Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times
- • Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x
- • HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage
- • HUD Detail 2 – Enemy Component State – Overall component criticality
- • Null Signature System – Allows the pilot to appear shut down for 5 seconds
- • Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.
- • IDF Accuracy – Narrows the AOE of IDF fire.
- • Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech
- • Charging – A special attack that allows the pilot to drive their BattleMech into an enemy BattleMech without sustaining too much damage
- • Vision Mode 2 – Night Vision – Allows the player to see in dark areas/night
- • Vision Mode 3 – Thermal – Allows the pilot to see heat signatures through solid objects
- • Vision Mode 4 – Magnetometer – Allows the pilot to see metal through solid objects
- • DFA Damage Reduction – Reduces the amount of damage caused by performing a Death From Above attack
- • Power Up/Power Down Speed Increase – The power up and power down sequences are sped up by 20%
- • AMS Range Increase – Increases the effective range of AMS by 2% up to 5 times
- • Cognizance – Automatically lets the pilot know of any nearby friendly BattleMech taking fire
- • Critical Shot Receiver – Allows the pilot to receive the critical shot information from nearby scout Mechs
- • Order View – Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
- • Command View – Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
- • Call Air Strike – Calls in an air strike that does AOE damage in a straight line
- • Call Artillery – Calls in a land based artillery bombardment on to a target area
- • Call Naval Bombardment – Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
- • Call UAV – Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
- • Call Predator Drone – Drops a heavy explosive device on a targeted area
- • Call Satellite Sweep – Full detail information is passed to the command pilot including enemy location/direction/speed
- • Danger Close – A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs
All of this is subject to change, but we wanted you all to see what we have currently. Percentages may shift, abilities will be added or removed, however this is the layout we are currently working with.