Alek Ituin, on 11 March 2015 - 01:47 PM, said:
Whoa whoa whoa, what's this? You can run campaigns in MegaMek!?
And here I am just screwing around in little one off skirmishes...
Before The latest update on AI, I was doing quite a bit more than that. Through a lot of time and effort, I created civilian crowds, individual civilians, civilian vehicles, and through some painstaking effort I gave several civilian 'bots' some 'inclinations' to do things, like drive from street corner to street corner, make turns, and basically become a GTA style sandbox on a per turn basis, with enough cowardice that when a mech appeared, they'd FLOOD and RUN!
My first test campaign's first mission. This is the briefing/summary.
It'd take a bit of role playing on my part, for example if a vehicle is too close to where I'm going I'd kick it to 'accidentally' collide with it.
-------------
Physical attacks for Copper CPK-19 SecurityMech #2 (Koniving)
Kick (Left leg) at Flatbed Truck (Standard) #2 (Civilian2); needs 0, rolls 7 : hits (using Random Side table) LS (critical)
Flatbed Truck (Standard) #2 (Civilian2) takes 5 damage to LS (critical).
Armor destroyed, SECTION DESTROYED,
*** Flatbed Truck (Standard) #2 (Civilian2) DESTROYED by damage! ***
Critical hit on LS. Roll is 8; Crew stunned for 1 turns.
Critical hit on LS. Roll is 7; Crew stunned for 2 turns.
But for the most part it worked really well. With individual initiative rather than 'my turn, your turn' we had instead something more fluid and realistic. So with two mechs crossing the road (one moved, the other not yet moved), a civilian car reacted!
--------------
Car (Standard) #3 (Civilian3) must make a piloting skill check while moving in hex 1519 (reckless driving on pavement).
Needs 6 [5 (Base piloting skill) + 1 (high/low gravity) + 0 (reckless driving on pavement)], rolls 2 : fails.
Critical hit on movement system. Roll is 9; (w/ +2 bonus)
Moderate damage, +2 to driving skill rolls, -1 MP.
Skids into hex 1518.
Skids into Building #28728 in hex 1517.
Building #28728 absorbs 1 points of damage.
Car (Standard) #3 (Civilian3) takes 8 damage to RR.
Armor destroyed, SECTION DESTROYED,
*** Car (Standard) #3 (Civilian3) DESTROYED by damage! ***
Critical hit on movement system. Roll is 11; (w/ +4 bonus)
Heavy damage, +3 to driving skill rolls, 1/2 MP.
Critical hit on RR. Roll is 4; no effect.
Building #28728 in Hex 1517 is entered and has unknown basement, rolls 6: no basement.
-------------------
(Actually this was one of several cars to react, each one making it worse for the one after it).
Another traffic incident.
------------------------
Ground Car (Standard) #3 (Civilian3) must make a piloting skill check while moving in hex 1221 (reckless driving on pavement).
Needs 6 [6 (Base piloting skill) + 1 (high/low gravity) - 1 (reckless driving on pavement)], rolls 10 : succeeds.
Building #30792 in Hex 1619 is entered and has unknown basement, rolls 7: no basement.
Ground Car (Standard) #3 (Civilian3) must make a piloting skill check while moving from hex 1520 to hex 1619 (moved 3-4 hexes).
Needs 13 [6 (Base piloting skill) + 1 (high/low gravity) + 5 (moving through Hardened Building #30792) + 1 (moved 3-4 hexes)], rolls 9 : fails.
Ground Car (Standard) #3 (Civilian3) takes 10 damage to FR.
Armor destroyed, SECTION DESTROYED,
*** Ground Car (Standard) #3 (Civilian3) DESTROYED by damage! ***
Critical hit on FR. Roll is 6; Driver injured!
------------
An idea of turn orders and such.
---------
The turn order for movement is:
Koniving, Civilian3, Civilian, Civilian2, Koniving, Civilian2, Civilian3, Civilian3, Koniving, Civilian, Civilian2, Civilian2, Civilian2, Civilian3, Civilian, Civilian, Civilian, Civilian3, Civilian3, Civilian, Civilian2, Civilian3, Civilian3
-------------
(cut if off here because it was really long, over 70 civilian units in total).
Navigating through a building as per the instructions.
------------
Copper CPK-19 SecurityMech (Koniving) must make a piloting skill check while moving from hex 1236 to hex 1336 (moving through Heavy Building #24712).
Needs 9 [6 (Base piloting skill) + 1 (high/low gravity) + 2 (moving through Heavy Building #24712)], rolls 6 : fails.
Copper CPK-19 SecurityMech (Koniving) takes 4 damage to CT.
Needs 7+ to destroy Searchlight, rolls 5.
6 Armor remaining.
----------
Took some damage.
My favorite is this one. I made it through a building just fine. Confident, I step out into the rain with minimal wind and slipped in a parking lot. The mech falls. An side torso is damaged and in the skid the arm is ripped off. The mech then slams into the wall of a store before falling into the basement. Nearby, civilians leave the building they were previously 'compelled' to go to and begin fleeing.
-------
Copper CPK-19 SecurityMech (Koniving) must make a piloting skill check while moving in hex 1630 (running & turning on pavement).
Needs 6 [6 (Base piloting skill) + 1 (high/low gravity) - 1 (running & turning on pavement)], rolls 3 : falls.
Copper CPK-19 SecurityMech (Koniving) falls 0 level(s) into hex 1630
Copper CPK-19 SecurityMech (Koniving) falls on its rear, suffering 3 damage.
Copper CPK-19 SecurityMech (Koniving) takes 3 damage to RL.
7 Armor remaining.
Pilot of Copper CPK-19 SecurityMech (Koniving) "Go-cho Ota Isao" must roll 6 to avoid damage; rolls 9 : succeeds.
Skids into Building #32880 in hex 1730.
Copper CPK-19 SecurityMech (Koniving) takes 10 damage to RT.
Needs 7+ to destroy Searchlight, rolls 10.
Searchlight destroyed!
SECTION DESTROYED,
LIMB BLOWN OFF Right Arm blown off.
4 damage transfers to CT.
Critical hit on RT. Roll is (2+2) = 4; no effect.
Copper CPK-19 SecurityMech (Koniving) takes 4 damage to CT.
2 Armor remaining.
---------
Fun, no?
Now look at this from the CityTech sourcebook. It describes a very similar scenario!
Edited by Koniving, 11 March 2015 - 03:05 PM.