This is one of several I'll have (one for each weapon type..ballistics, energy, missile).
This thread is going to be dedicated to hosting and storing ballistic weapons to be added into MW5: Mercs as the first phase of my Battletech Simulator mod, "Battletech Weapon Variants"
These weapons will have both similarities and differences from my "Kon's Reasonably-True-To-Lore Weapon Variants" mod, which I hope to be releasing in May. (HBS Battletech's update changed something in my "don't mess up mah multiplayah" version's single player. If I can't find a way to work around it I'm just gonna abandon that one as it is so much harder to keep functional with updates).
Terms:
- Minimum Effective Range: The furthest of close ranges at which hitting a fast moving small target becomes difficult to land a full damage rating on.
- Optimum Range: Distance at which all projectiles can reliably hit a specific part of a target.
- Effective Range: Distance at which all projectiles are likely to at least hit when firing center mass.
- Maximum Range: The distance a projectile can ultimately travel, though at this point it is neither reliably accurate or capable of damaging armor.
- Rating: A weapon class rating is a loose approximation of damage per unit of time. A weapon achieves its rating when the specified damage is reached within that time limit.
- Pushing: Weapons can be pushed passed its rating to deliver more damage ("burst fire MG" rule, Autocannon "rapid fire" rule, fluff about numerous weapon systems and 'weapon overheat' which is not the same as mech overheat). "Pushing" it stresses the weapon and is considered unsafe as it risks weapon lockout due to overheat at best and can also risk jamming, barrel melting, weapon damage, structure damage, explosions, chain reactions and having a bad time.
- Mount Type: A distinction is going to be made where weapons can only be mounted on specific body parts to add a degree of realism. Weapons which appear in arms can only be mounted there. Those which mount in torsos can only be mounted there. In cases where the same brand name can appear in both but are visually distinct each other will have separate versions, and particularly small ones will have no restriction in mount type. It goes further than that but this is meant to be brief.
- Softpoint:
Factors:
- Range (Beyond range class [short, medium long], there are minimum effective range, optimum range, effective range, and max range.)
- Firing rate (How many shots it can produce per second)
- Firing type (The way it fires when triggered: single-shot/semi-auto, automatic, burst, ramp-up [think MWO RAC], full cassette consumption)
- Down time (The amount of time the weapon system needs to spend before it is ready to fire)
- Temperature (How hot the weapon gets per shot, per damage rating, and the threshold for weapon overheat/failure)
- Expected Power (How much damage is done per projectile / shots to get rating)
- Endurance (The abuse a weapon can take before it becomes non-functional versus destroyed)
- Reliability (The stress a weapon can take. A more reliable weapon can be pushed beyond its class's limit with little to no issue, provided its well cared for. An unreliable weapon will have issues when pushed past its class. All weapons can and often will malfunction if pushed too hard.)
- Unjam feature (Whether or not it has one and a rough idea of how long it may take; note this cannot fix jams caused by melted barrel. Currently doesn't have a basis, but the more unreliable a weapon is the more likely it'll have this to compensate.)
- Repair-ability (affected by its constitution, its mount type, whether it is external or internal [external mounts are easier to break but quicker and easier to fix], the machine it is mounted on, and the Astechs involved.)
- Economy (A host of cost saving gimmicks with both positive or negative effects. For an example of each, such as reserving space and tonnage in a mech to collect spent shells in order to recycle them, thereby reducing the cost of ammunition. Or cheap and easy to fix weapons with poor workmanship.)
- Mount Type (Location in which a weapon can be mounted.)
- Size (The size of softpoint is can fit into. Although this will not affect its actual slot size, a weapon of non-standard size will be both visually bulkier or smaller than others of its class.)
- Range (affected by barrel type, ammo type, and recoil)
- Firing rate (affected by firing chamber type, barrel type, and ammo type)
- Firing type (affected by firing chamber type, barrel type, and fluff when available)
- Down time (affected by the feed system)
- Temperature (primarily affected by the cooling jacket with secondaries including many other elements)
- Expected Power (affected by the caliber and ammunition type in use. Non-weapon related factors may impact final results.)
- Endurance (the abuse a weapon can take before it becomes non-functional versus destroyed. Affected by its constitution of other components.)
- Reliability (affected by its constitution and its fluffed reputation. a more reliable weapon can be pushed to near its class's limit without issue, provided its well cared for. An unreliable weapon may have issues when pushed. )
- Unjam feature (Currently doesn't have a basis, but the more unreliable a weapon is the more likely it'll have this to compensate.)
- Repairability (affected by its constitution, its mount type, whether it is external or internal [external mounts are easier to break but quicker and easier to fix], the machine it is mounted on, and the Astechs involved.)
- Economy (affected by all the above, but also is its own separate feature for implementation of little cost-saving gimmicks at the expense of other aspects of the weapon).
- Size (affected by all related above aspects which constitute bulk and proportions in addition to mount type. A bulkier than normal weapon will require a larger softpoint to fit, but will benefit from the extra room. A compact version of the class norm can fit into a smaller softpoint, though it may have some exposure.)
How are these elements balanced?
First, a comparison: Star Citizen once broadcasted that they were balancing missile types by using a pentagon system. There's a limited number of points to attribute and 5 factors that make the missile (thrust, agility, homing, power and I don't remember the 5th element). This allows them to make a diverse set of brand name missiles. Larger ones have have more points to distribute and smaller ones have less.
Inspired by Battletechnology Magazine's description of the constitution and weight distribution of a PPC, mention of differences between variants and some TRO descriptions of particularly special weapon variants; I've decided to use the weapon's weight distribution as the 'points' and the elements often customized on a weapon in any given FPS title as the factors in what a weapon variant ultimately becomes. Ultimately a weapon's attributes are limited by how the weight is distributed, for example more weight into the barrel could produce a longer or stronger barrel which in turn can affect other factors. Putting more weight into the firing system (firing chamber) can improve things such as firing rate. But there's only so much weight to go around, so any improvement comes with a sacrifice.
This will allow me to create a wide variety of weapons. These will be sourced from fluff when possible. In cases where none is available or known I will be producing 'fillers'. You can contribute to my library of known details about weapon variants in "So, variants again." I will also be sharing my own knowledge (and sources where available) in the thread sometime this week.
A complete list of elements is forthcoming, as will be a few examples of weapons built using this system.
Edited by Koniving, 29 March 2019 - 11:42 AM.