Comments (7)
I didnt think about JJ at all, are there any rules from the tabletop game regarding this?
in the tabletop game, you are allowed to choose your engine, the faster the more tons it will weight though. So there are some rules for that. crusher_bob knows about them and he is the reason I made this prototype mod, to help him with his vision.
from mechengineer.
Yeah, in TT a mech can have jump jets equal to its walk speed. As an example, A Hunchback has a walk speed of 4, so it can have up to 4 jump jets (you'd have to strip it to make the weight for them of course.)
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wait a minute, don't close this. since its related to engine ratings and speeds, I'll have to implement this, I'm sure crusher_bob will appreciate this.
I can do this dynamically, so you add an engine with a lower rating, have less walk speeds, then tell the user that the mechs loadout is invalid.
are there any other limitations related to JJ? like maybe cannon? (some mechs having JJ, some mechs dont have JJ?)
from mechengineer.
Sorry, wasn't paying attention and must have accidentally hit "Close and comment."
In the lore, yes, some mechs don't have JJ but the actual construction rules do not prohibit JJ from any mech, even the quads could be built to jump!
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Cool, do you know of any rules regarding costs or time to install?
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Ok i added some kind of formula to dynamically calculate the jump jets.
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crusher_bob already made the algorithm TT ready, stay tuned for a release soon
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Related Issues (20)
- infinite loading with customised base game mechs HOT 10
- BLR-1Gb LA hardpoint lacking model HOT 4
- SLDF mechs not being migrated to ME modules correctly HOT 6
- Gauss Rifle++ misses out on critical slot adjustment HOT 1
- Better MechLab Vehicle support HOT 2
- Weapon Damage Immunity HOT 3
- Introduce Expanded Critical Damage HOT 1
- CASE not working if CustomUnits loads first HOT 1
- AttackSequence might be null and throwing exceptions
- Ammo Explosions in Head exceptions
- Omni Hardpoint as own icon HOT 1
- Allow per-mech override of prefab mapping HOT 2
- DynamicSlots Moveable slots has no UIName HOT 2
- Engine heatsinks not counting towards heatsink capacity during tutorial HOT 8
- CB/CAC compatibilty issues
- Head destruction -> Cockpit destruction
- Mechengineer creates 2 duplicates of the AC10 HOT 1
- Idea: ComponentExplosion for Armor/External Damage
- Multiply engine weight factors HOT 6
- Disable crit split for mech/chassis
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