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Dlc Concept: Outer Rim Patrol

Weapons vehicle mech

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#1 warbrand2

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Posted 06 January 2026 - 10:38 AM

A more simplified version of my earlier idea about giving the player a full mercenary control instead limited to a few mechanics.


Free update add-ons

Weapons arrays (MG, S-laser, flamer), these are larger slot versions of the anti infantry weapons, that come in 4x 6x and 8x versions of the weapons. they have lower heat build up then putting an equal amount of the weapon on a mech but come at a cost of being easier to crit and destroy.


Drone bay: comes in two types recon or bomb drones when activated. holds 6 drones per ton of ammo. Ravens and a few other mechs have built in ones with a free ton of ammo. Recon has a 360 area radar with 750m range. (clan ones have 850). Bomb drones are fire and forget high damage explosives that can deal 45 damage but are intercepted by AMS, or can be shot down with light weapons.

Secondary lance: you can create and curate a second lance which will do missions on its own, or be called in for reinforcement.

Patrol mission type: Walk into the area, check on 3 separate holds/cities and walk out. something might happen, something might not.

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MAIN UPDATE
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Gain the ability to set up an HQ, from there you can buy leopard upgrades, stock up ground vehicles, and do ultra cheep repairs and refits. Choose your planet make your home.


Features of the HQ

Leopard bay
info: allows upgrading the leopard with things like improved barracks, medbay, offensive options, and even a hot drop feature. You can even buy a second leopard to allow your secondary lance to go off and do their own thing (will generate passive income though may have random events tied to it.)

Aerospace hanger
info: Allows the purchase of Aerospace fighters like the ones seen in Mw5:clans, can pick between fighters, bombers, and transports. you can only have 2 active at a time. note the enemy gets these too.

Fighters: can be called in on any mission with a 3 minute cool down and 5 minute up time. will target vtols first.

Bombers: the bombing run bonus but you bring it, allows 2 free charges per bomber.

Transport: can airdrop a resupply point onto the field once per mission. this point has a recharging resupply crate (10% armor and ammo repair for all members of lance.) 2 LRM 10 turrets, and 2 SRM 12 turrets. max of one per mission.

Vehicle bay
info: allows you to deploy alongside upto 6 tanks. tanks can be purchased via the bay, and have a crew and vehicle cost. having surplus tanks is always nice though. like pilots you choose the crews and tanks you deploy with. unlike pilots though crews come in types. Sniper, brawler, defender, and jacks. (enemy vehicles may get these as well.)

Sniper crews: rarely miss shots, but are slower to fire
brawler: like to get in close, tend to do hit and run in lighter vehicles.
Defender: take reduced damage and like to stay near the lance.
Jack: Default AI


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MECHS, equipment, AND WEAPONS
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MECHS

STINGER LAM
info: only has partial wing for game play purpose, extremely fast with a near unlimited jump jet. to bad Fahad doesn't know how to fix its transforming system. Is classed as a hero mech, you get one for the "story" of this aka setting up a base and doing a few missions on the planet you chose. (boils down to a clearing out pirates mission set.)

URBAN HUNTER (hero urban mech)
info: an urban mech armed with only 4 M lasers, instead it has partial wings on both sides and max jump jets. is fast really fast.


Equipment

Partial wing system:
must be placed on both arm slots, weight is based on if it is light, medium, or heavy. Does not exist for assault mechs. greatly increases jump jet forward momentum and burn duration. allowing for one to almost fly across the map, maxes speed at 300 kp/h (you can hit faster with a flea with a masc)

HEAVY SHIELD
A melee slot "weapon" that adds a lot of armor and protects an area of the mech. Has 3 main versions. Buckler (light and medium mechs) costs 4 tons, Square shield (medium-assault), costs 7 tons, and tower shield (heavy and assault) 15 tons.

shields unlock a "shield" stance, where the shield is raised blocking your front (the shield rotates on its axis via mechanical means), this is done by pressing the button tied to the arm. note this also blocks you from firing form the side the shield is on. shields have high armor value, but an be destroyed with out the arm being destroyed.

WEAPONS

MINES
info: IFF mines, that launch via a rocket dispersal pod (take missile slots) each ton of mine launcher ammo contains 4 dispersal pods, which cover a 50m x 50m area in mines. these mines do heavy damage do wheeled and tracked vehicles, moderate damage to light and medium mechs, and light damage to everything else.
note: Air cushion hover craft are immune. mines can be disabled by shooting their area with anti infantry weapons (s-lasers, MGs, flamers) or PPCS.

Combat drones
info: Seen mostly on a New Igor type that deploys them, a free update gives the bomb version to everyone. where as S-laser, AMS, and flamethrower ones can be found with the DLC. (note might require ammo swapping as might be to many weapons for one weapon)
they have a unique slot for them.


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new enemy vehicles
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I don't know enough about battletech to give exact names so going with vague gameplay concepts here.


Drone carrier
info: a type or Igor, armed with twin AMS pods and 2 drone bays that deploy constant bomb drones. tries to stay at long range. a pain when an enemy, a savior when an ally.

Mobile command vehicle
info: A large vehicle, that periodicly deploys battle armor, light vehicles, warriors, or rarely fleas to fight. has 4 AMS pods on it, a L laser turret, and several mine pods.

Mine layer
Info: a tank that deploys mine pods. has twin MGs as its main weapon.

Vargr APC
info: seen in both its M laser and LRM configurations. has 2 battle armor bays that allow it to deploy a total of 8 battle armor into a fight, is quite rare but a danger. take them out before they can deploy their battle armor.

can deploy either ground based or jet pack based battle armor.


Note all vehicles can be purchased from the vehicle bay (including vtols) to add to your own lance for support. The MCV takes 4 vehicle slots and 4 crew slots. when player owned it only deploys battle armor.

#2 warbrand2

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Posted 06 January 2026 - 05:59 PM

A few more equipment ideas.


AMS missile pod
info: an SRM4 micro missile pod that fires flak missiles to intercept enemy missiles. really really good for large clusters of missiles, not so good for stream missile fire, as it fires missiles slowly, but one intercept missile can easily deal with an LRM 15 from its flak cloud.


AMS flares
Info: given to warriors and igors which can each have 0.25 ton of ammo (40 flares), fires 1 flare per missile that comes at it.
note: late game outside of swarms LRMS just delete vtols making them a none issue. this would give them some counter play gameplay wise. even if limited.

#3 ColonelMetus

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Posted 05 February 2026 - 11:58 PM

the name of the DLC should be "Outer *******"

#4 warbrand2

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Posted 13 February 2026 - 06:32 PM

Seriously....

#5 ColonelMetus

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Posted 27 February 2026 - 10:36 PM

the name of the DLC shout be "Outer rim Jerb"





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