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Amazing Things, Of Cockpits & Gyros! Is Cockpit & Gyro Options?


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#61 Ch_R0me

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Posted 16 May 2018 - 12:58 PM

@Andi Nagasia
I just recalled my own thread about Compact hardware for use in MwO :)

https://mwomercs.com...gyro-heat-sink/

#62 Exilyth

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Posted 28 May 2018 - 01:28 PM

All the other cockpit/gyros/engine variants would be really nice to have, as they add much more build variety.


Writing the data driven way, the Gyros could be expressed e.g. in JSON:
// comments are only available in extended JSON syntax
[
{
	"name" : "standard gyroscope",
	"tech base" : "IS",
	// precomputed weight following formulas in Total Warfare TT rulebook
	// ER		  100, 105, ... , 395, 400
	"weights" : [ 1, 1, ... , 4, 4],
	"slots" : {
		"CT" : [4, "fixed", "grouped"]
		}
},
{
	"name" : "XL gyroscope",
	"tech base" : "IS",
	// precomputed weight following formulas in Total Warfare TT rulebook
	// ER		  100, 105, ... , 395, 400
	"weights" : [ 0.5, 0.5, ... , 2, 2],
	"slots" : {
		"CT" : [6, "fixed", "grouped"]
	},
	"screen shake modifier" : 52.5
}
]


There are lots of libraries for parsing JSON. Of course, any other data storage/description language could be used instead.

Writing the entity classes required to use the parsed data inside a game engine is left as an excercise for the reader. Posted Image

With a system like that, most battletech equipment would be just another data file as far as the mechlab would be concerned. Ofc, special equipment like ECM would need additional fields which link their data to the behaviour governing their special rules.

e.g. XL engine:
// comments are only available in extended JSON syntax
{
	"name" : "XL engine",
	"tech base" : "IS",
	// precomputed weight following formulas in Total Warfare TT rulebook
	// ER		  100, 105, ... , 395, 400
	"weights" : [ 0.5, 0.5, ... , 9000, 9001],
	"slots" : {
		// location : number, fixed/movable, grouped/splitable
		"CT" : [6, "fixed", "grouped"],
		"LT" : [3, "fixed", "grouped"],
		"RT" : [3, "fixed", "grouped"]
		},
	// IS XL engines kill the player upon side torso destruction
	// could also just name the lua/unreal/whatever scriptfile to be executed instead of an engine function
	"onLTdestructionEvent" : "invokeXLsideTorsoDestructionFunction",
	"onRTdestructionEvent" : "invokeXLsideTorsoDestructionFunction"
}


e.g. ECM:
// comments are only available in extended JSON syntax
{
	"name" : "ECM",
	"tech base" : "IS",
    "require hardpoint" : "ecm",
	"weight" : [1.5],
	"slots" : {
		"any" : [2, "movable", "grouped"]
		},
	// sneaky stuff
	"special rules" : "is_ecm.script"
	"range" : 90
}


and of couse stuff like e.g. an LBX20 would use 'splitable' in the slots section to make it able to be divided over adjacent locations (then it would only require a GUI capable of supporting crit splitting, e.g. by providing a checkbox "split?" and a spinbox (like for armor values) to change the number of crits moved to the adjacent location).

*hopes for a port/rewrite of MW:O to/on UE*

Edited by Exilyth, 28 May 2018 - 01:39 PM.


#63 Hauptmann Keg Steiner

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Posted 28 May 2018 - 02:26 PM

View PostBrain Cancer, on 29 December 2017 - 12:35 PM, said:

Yeah, compact gyros really do some great things for CT hardpoints

Hell, imagine just being able to use all of the Archer hero's CT hardpoints.

#64 Khobai

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Posted 28 May 2018 - 04:52 PM

no thanks

adding gyro options is pointless unless knockdown is readded

since thats the whole point of gyros

#65 FupDup

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Posted 28 May 2018 - 05:09 PM

View PostKhobai, on 28 May 2018 - 04:52 PM, said:

no thanks

adding gyro options is pointless unless knockdown is readded

since thats the whole point of gyros

The XL and Compact Gyros don't have any impact on stunlock mechanics. They're based on a tradeoff of tonnage for critslots or vice-versa.

Only the Heavy-Duty Gyro lacks the mechanics it was meant for, and in its case it was meant to be harder to crit out (MWO lacks Gyro crits).





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