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jaromcswenson — Battletech version of titanfalll idea

#battletech #mech #mecha #mechwarrior #realrobot #titanfall
Published: 2023-08-20 06:53:26 +0000 UTC; Views: 2826; Favourites: 27; Downloads: 1
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Description

After some comments on one of my recent art-pieces, i was inspired to draw and think up of an idea for a FPS Battletech Game with similar mechanics to Titanfall.


Expect combined arms warfare of mechs and infantry, and all units in between. Fighting in Urban areas, Forrests, Rock fields, scrapyards on other environments for close in combat.


here is the sister post to this that shows what i think this game would look like

www.deviantart.com/jaromcswens…


my other battletech fanart

www.deviantart.com/jaromcswens…

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Battlemech Drop 

(a battletech game idea inspired by titanfall)


Battletech attrition 


Start out match with 200pts


1 point =1 second 

Kill bot=3 to 10 points (depending on infantry bots to mech bots)

Damage players=10 to 30 points

Capturing and holding control areas gains points

No points collected while in a battlemech (can still collect while in BA and protos)


Battlemech Prices

(These prices will vary on clan/IS)


=Start of game 

Infantry (free)

Battle armor 50pts

Light mech 200pts


=Mid game (6 minutes)

elite and jump infantry (free)

Protomech/Assault BA 100pts

Medium mech 400pts


=End game (12 minutes)

Heavy mech 800pts

Assault mech 1000pts


=Some changes


No respawn timers, can immediately join using what points you have. When there are enough points you can spawn again (turning your current form into a bot)(only exception being infantry), spawn at base or any held control point. Can spawn a small army of cheap bots by respawning if wanted.


No minimum ranges, instead some weapons do better damage at longer ranges such as LRMs and PPCs)


Machineguns can do damage on mechs and BA (but generally more efficient at killing infantry).


Mechs are 1st person combat and fps controls (slower reactions in general compared to infantry).


Instead of locational damage, you can suffer debuffs (slower movement, decreased damage, slower rate of fire, lose ability to jump jet, etc etc), all damage and debuffs are fixed at base or the nearest held control point.


Teams consist of both clans and IS, a player can select either options before battles or swap out those options between spawns.


Between games can check progress and gain new mechs and units. Playing each mech or unit unlocks progress for upgrades for that unit.


A mech is customizable, but tonnage isn't important, instead you can swap the big weapons between a selection of weapons available to that mech. You can Upgrade weapons, and upgrade or change the effects of core parts of the mech. Change the optional ways jump jets act. Boost armor at cost of speed or vice versa. U[grade the cooldown on all energy and missile weapons. 


Heat isn't there, instead energy weapons and missiles have the same cooldown timers.


Equipping extras. Disposable SRMs on BA and Protomechs, anti BA pods for mechs, arm shields, melee weapons, etc etc.



—--------------------------


Inner Sphere 

Select options


=Infantry

Grunt

Elite

Jump Trooper


=Reaction Forces

IS Standard 

Battle Armor

Kanazuchi 

Assault Battle Armor


=Battlemech Support

Urbanmech

Light Battlemech

Griffon

Medium Battlemech

—------------------------

Clan

Select options


=Infantry

Soldier

Elemental

Heavy Infantry


=Reaction Forces

Elemental

Battle Armor

Roc

Protomech


=Battlemech Support

Adder

Light Battlemech

Nova

Medium Battlemech


—--------------------------------


=Battlemech Reinforcements

Mad Dog

Heavy Battlemech

Mauler

Assault Battlemech

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Comments: 1

hrlfg [2023-08-21 20:06:58 +0000 UTC]

👍: 1 ⏩: 0