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Stacking up is cool but I think after a certain number they should take more damage from being clumped up.
I think if infantry is in this game their best use would be for spotting. Well, I guess if its available to us then ai must have it too, calling in LRM strikes on you while you're searching for that 1 hidden platoon spotting for them. Might get kinda annoying actually, unless they come out with a unit specifically used to find infantry (probably another infantry unit, or a firestarter with a bunch of flamers).
http://www.sarna.net/wiki/Infantry
But even with that mobility, its only 3 hexes of movement. Even an Atlas could run them down.
Make them so you can't pick them up on sensors - visuals only, so they can get some suprise shots off. I don't think stacking units in a hex would work within the game design.
How would the initiative work with infantry, and how much would it slow things down having many of these fragile units moving around? Because if there is something this game doesn't need, its slowing down
Jump infantry and anti mech infantry would be the main danger. Sure one platoon isn't much of a threat to even a light mech but when they're crawling over your assault mech like ants while you are getting shot up by 5 other platoons and can't brace or benefit from cover it starts to become a problem.
It also gives you some incentive to take antipetsonnel weapons. Maybe even have light mechs specifically better at detecting infantry too, so sending in a Firestarter or Locust to clear out some buildings quickly would be more efficient than some heavy mech impotently stomping around. There's also a lot of neutral buildings you can shoot at but don't really do much otherwise.
They'll just slow the game down with excess units and turn time. I'll rather they put in more vehicles.
Having it bog the game down by needing 12 platoons to resolve their actions would get tedious but one thing that could help with that is having stacked infantry all fire simultaneously in a stack which consolidates actions a bit.
The battlemechs and tanks we have now are impossibly huge, many times their normal size, compared to the terrain around them. This is done so you can easily identify weight classes, and so the game doesn't expend undue power rendering detailed structures. Couldn't say what the artists for the cutscenes were thinking, a Battlemech is not a Jaeger, it is not hundreds of feet tall. Maybe that was a stylistic choice, a good-looking stylistic choice, but an inaccurate one.
Anyway, infantry would have to be giants, which would probably cross suspension of disbelief and make the scale problem more apparent. Additional programming would be needed to create the unique ways in which infantry acts, thousands of lines of code, all of which would have to be interwoven into what we've got now.
What do we have now? A kickstarter game with a very limited team, working for a company that needs to build up capital more than anything else. I can hardly see putting infantry in the game at this stage as being a wise use of limited resources. They could be put into an expansion, or more likely, a sequel, but not really feasible now for anyone but the modders. Maybe.
You bet. Jump infantry were fairly rare in the Inner Sphere, exceeedingly common in tabletop games, and you can read about them here - http://www.sarna.net/wiki/Infantry It even even has a picture of one.
You're going to break the game with all your tweaking. lol
If it bugs you that much, go create your 'infantry' from the vehicles template in json. 27 armor 1 IS speed 3, 1 SRM2.
It's not that big of a tweak to tabletop, infantry could tote field guns and missile launchers around in TT. They couldn't do it very quickly, but they could do it.
Want to see my AC/20 infantry? lol.
Pan, sometimes you need to think of the consequences before doing things. I know you like to shoot before you look, I even recall your 'suggestion' of 'put hovercraft in game so vehicles can use water hexes' when the game already has Kanga jump tanks and vehicles use water hexes already regardless of type, but it really seems like you have a preset idea of what you want this game to be, then try to force everything into your mold. It doesn't work.
Mod them in then. Treat them like a vehicle.
vehiclechassisdef_template.json
Thanks Wantoomany and Nine-ball, good read. I played TT in the early 90's so it's been awhile hehe.