Tordin, on 16 July 2019 - 05:00 PM, said:
Wow! Alot of stuff to read through, interesting stuff.
Im not that well versed in lore, specs and so on for say... laser weapons or energy weapons in general but.
Could PPC and Gauss have its own weapon class since they remind be of kinda hybrid/ special weapons?
PPC is energy but hit like a projectile. Gauss use ammo but have "energetic" magnetic gizmos to fire it off. Correct me if Im wrong.
Technically the two weapon families have their own classes. Although at their core PPCs are an energy-based weapon that fires a projectile, and Gauss Rifles are a ballistic weapon that uses energy to power the magnets that propel its slug. Under the heat system thread I believe I have these as working somewhat differently than other weapons in their respective classes.
Once I get to them I'll be sure to flesh out their big differences. But on the simple end, PPCs and Gauss Rifles are pretty much the hardest hitting weapons you can get in terms of how much damage can be delivered in short order or a single shot. For example in AC/10 there's no cannon producing 10 damage per shell (several are required), but PPCs can. There's no AC/20 doing 20 damage in a single shot, but a Gauss Rifle will in fact do the equivalent of 15 damage. The downfall to PPC and Gauss Rifle, however, is that unlike pretty much everything else, you get one use and the weapon is dead weight for 10 seconds. If you make that shot count, the results should be spectacular. And if you miss or waste it... well that's a risk you've taken.
Risk versus reward.
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Also would love to have a wide specter of colors for lasers. Yellow, blue, red, orange, purple, green ( cyan, magenta, lime for the heck of it ). If theres enough producers of say different medium laser manufacturers, like six then each could be known for their color along side other specs.
Not sure if the different kind of PPC and LAMS could have different colors, but imagine a orange PPC bolt! Or blue ams laser spits, frigging rave!
Not sure if we'll be seeing LAMS, but sure I could do some color coding on PPCs if people don't object too much.
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In the options menu for the mod you could hypotetically choose which setup. Now this mod would be best compatible for mods adjusting weapon balancing, like laser, ppc damage, range and so on.. Just an idea of mien, since Im not a modder myself..
1: You can choose to add any color you like for your lasers, before you buy or adjust after maybe? Either one would do. Artificial coloring a good explantation.
2: Cant change colore but all of them are out there, respective of their manufacturers.
2b: Alot of colors will be avaiable but are decided as above in form of which wavelengt is used.
3: Strict hierarchy or Classic. Close to waht we have seen up through all kind of Battletech games. Where large lasers could either be blue or red or green for extended ones? Some where yellow, in MW4 I think bombast laser was purple? Clans laser colors were same but specs were overall better, in MWO theirs are kinda crimson, yellowish green and cyan.
Sadly the lore based laser spectrums are pretty limited, but I'm also starting to run low on highly fluffed lasers. Once they're done, I'll be in free territory. There's still some real world laser facts that I'm basing my colors on (limitations of real world laser mediums) but within those ranges we'll have a pretty good color range. And anything that's invisible to the naked eye is pretty much suspect to potentially getting a flamboyant neon color for fun.
The limitation against using an option menu for laser colors is on the programming end. It can be done, but such a thing would get ridiculous if done for every single laser brand/type put into the game. And a singular "all lasers are green" would defeat the purpose of it. They're each gonna have their colors. I'll try to tint brand names to be similar to each other even if they share a same basic color with others.
Someone outside of here actually suggested a "dazzler" laser. Effectively it uses the splitter attachment for the shotgun-like effect me and Karl once talked about, but has alternating rainbow colors in the beam and doesn't do any damage but disorients and confuses the opponents. ....Or makes them dance.
I thought it was funny and I might throw it in there as a gag, but at least it was created using my components list.
Anyway, hoping to add more stuff soon.
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Nightbird, on 17 July 2019 - 03:10 PM, said:
You can mod in different weapons of course, but you won't be able to inflict damage like in lore without redoing how armor works in the game. As ablative as futuristic armor can be, the best you can expect is to turn damage (laser/shell/gauss/whatever) from piercing through with minimal resistance to dispersing the energy in a crater on the armor.
In other words, if the top part of the CT takes a hit, the bottom of the CT shouldn't lose armor thickness because of it.
Then you can create weapons not singularly based by damage, but by the duality of penetration and volume of armor destroyed.
Already have a similar plan. I call it the subsection hitboxes. But I'm not gonna go as far as plotting out armor thicknesses. Instead when you allocate armor to the front center torso, it would sub-divide that between multiple front CT subsection hitboxes based on a percentage. For example...

This Griffin's arms would have a higher percentage of the armor you allocate to it on the blast shields than on the forearms.
With this I can also allocate "slots" to specific sub sections, so a hit to the lower right hip on the Griffin will never be able to damage the missile launcher.
So rather than "this armor is 30 cm thick,"
I can simply go "25% of the armor you allocated to that section goes to this subsection, but 40% goes to that subsection."
If you assume that there are 4 subsections, then it is possible that another subsection might have 25% of the armor allocated and the last might have 10%, or 30 and 5, or 15 and 20...etc.
Far as the Gauss, think I wrote that plan out already. Shorthand is this: Lets assume that a Gauss shell has the potential to deliver 15 points of damage. It hits something that has a total of 6 armor (entry and exit) and 3 structure (for simplicity). In total, that's 9 points. It will have completely passed through that target, delivering its 9 damage and have 6 points of damage potential left for the second thing that slug hits. Now if it hits something with 15 points of armor... it won't pierce. Also, since ACs have a maximum possible range of 2k (at this point with pretty much zero accuracy due to recoil, spread, mech jostle [bob], etc), and Gauss Rifles are not only capable of amazing range in indirect fire in real life, but even in Technical Readout 3039 under the Hunchback, Prototype Gauss Rifles (inferior to Gauss Rifles) were making accurate hits with direct fire from outside of visual range (in tabletop that's 60 hexes or 1,800 meters), you can imagine I want this sniper weapon to be long range. But as momentum dies, the damage potential should also suffer.
Bear in mind, because of this, Gauss Rifles are bound to be able to dismember enemies with well placed shots. PPCs for similar reasons may potentially disintegrate things. However for them, due to the TechManual's description of armor and how well it disperses heat over its surface, rather than PPCs damaging structure by default, on impact the kinetic element may transfer into the structure through armor, however the heat-based damage evaporating layers of armor will spread out to adjacent subsections instead of trying to tear a hole through the target. Different PPCs have different ratios of heat-based and kinetic-based damage.
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Energy weapons to look forward to in the very near future: Magna, Hotshot and HotSeat flamers, a pair of PPCs and a pulse laser. Some revamps of current weapons. Clarification and a change in how heat is going to work in relation to energy weapons (splitting reactor and weapon heat from the same heat pool and having that govern overheat had an issue that came up that leaves balancing them rather...difficult. I've redesigned how that is going to work with promising results in testing.)