Changes a-plent.y

We have had a number of tweaks we have performed in order to increase playability over the past month or so. Sadly, it is not all detailed in one exact area, so this will (hopefully) let people catchup on everything that has been changed, modified, or added at once.

Changes:
Heavier turrets (Turret-1 through 4) can only be built one per hex. This will prevent people from dropping several turrets on one spot and create an impassible area for smaller forces. You can (obviously) still move mobile requestables, like a MRU, through the same hex without any issues.

Several Extra Light Fusion (XL) BattleMechs have been issued a priced percentile discount to encourage more varied unit use. Some of these units (Like AS7-K) were pushing 20 million + over their Standard Fusion cousins (AS7-S) and were simply not worth the price paid. If you owned one of the units discounted, you were refunded the change in price. Discounts are given at the Admin's discression and will continue to change until things are deemed balanced. A fully detailed list of which units were effected will be available on the Forums later.

Outfits - No longer moved together during faction changes. This is a change to help keep teams balanced until a more advanced system can be put into place.

Additions:
Requestable - New unit, the Bradley, is nothing more then an APC so Battle Armor can buy a ride without wasting the cash on a much larger Amphib or Garixis. It can carry 8 tons of Battle Armor goodness!

Request Commands - You can now do Command/Force (unit)=command to issue direct commands to a unit should the AI get stuck somewhere it cannot seem to get out of. Type the commands as though you were personally piloting the unit such as "command/force #1234=heading 270". It can also be used to force units to 'sprint' or 'evade' as there are no AI orders to trigger this yet. Should you own a carrier-requestable you may now use AI/Relieve to take command of the unit personally (while riding inside of it) and drive it around. You may also use AI/Init to order the NPC pilot to take back the controls when you are ready to disembark. Only the owner of the requestable may do this.

Kill Cash - You now get a small sliver of cash when you frag an enemy. All nearby allied units will also get an equal chunk. The payout is based off of the Victim's Initial BV and the Killer's Initial BV....as such an UrbanMech that manages to take out an IMP will obviously get a better payout then the other way around. Incentives are also counted into this. Destroying some requestable units (like Probes or Ammo Trucks) yields no reward. AI NPCs (pirates) still give out payments as normal though.

HQs - Once armed with an array of support weapons, these towers are now unarmed save for a BloodHound Probe. While still immune to fire, a pair of Guardian Turrets (Turret-Guard) have replaced them as the means of keeping the HQ safe. The turrets are destroyable, but yield no reward. They will regenerate after 15-20 minutes of being destroyed to resume protecting their base.
-Continued-

Engineering Vehicles - Certain vehicles will now have access to basic engineering options. The commands, viewable under "eng/help" will display the array of things you can do to modify the map to your liking. Note that these changes are not permanent. When the scenario is won and a new map is loaded, all engineering will be wiped clean.

Bridge Layer Vehicles - Similar to engineering vehicles, some vehicles will be able to lay bridges. These bridges will (obviously) give you the ability to carve a path through oceanic areas to make access to some spots easier. The command 'bridge/help' will display the necessary commands to accomplish this should your vehicle be equipped for it.

TAG - Units equiped with a TAG unit may now use it to designate a spot for an Arrow IV artillery strike. BTH for this is calculated off your Gunnery-Spotting and the ranges of TAG (5 sr 10 mr 15 lr) and it costs money depending on which kind of warhead you request. Should you fail the BTH roll, the missile will fly off course and hit elsewhere. It is possible to miss and damage your own side, so caution is advised. You may use the command 'arty/help' to view available Arrow IV warheads. Note that C3-Master's ability to mimic TAG functions can not currently summon artillery in this manner.

Scenario info - The command 'NextScen' will show you the current map being run, the next in the list, and how many times that particular map has seen action. Newly submitted maps will appear on this list when they are hooked up into the game.

Dynamic Starting Units - Some scenarios may now have a different list of starter units for you to employ. You will notice this in 'assets' when certain units will be missing and others will randomly be in their place.

BVScanner - The command 'BVScan (id)' will let you scan the Battle Value of whichever unit you want to see.

Upcoming Changes

Solaris - Work on Solaris has taken ages and then some to do. It is close to completion and will open with a series of tournaments to give away certain units for people to use.

Other Things;

Frontier TRO - an entire Technical Readout is being made for all of the units that are unique to our MUX. Early versions are available off the Forums for you to read. The final version will of course be available to anyone willing to Download it. It is in .pdf format, so you will need a program that can read that file type.

Captain QB on Wednesday 05 November 2008 - 13:17:07  

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