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Analysis by Engineer
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Topic: Analysis by Engineer (Read 4528 times)
Red Baron
Special Agent
Mech Leader
Karma: +3/-0
Posts: 75
Analysis by Engineer
«
on:
May 23, 2007, 04:39:04 PM »
Just something that popped into my head, but is there going to be a skill in which in engineer would be able to come out and do an analysis on a downed mech?
I'm thinking along the lines of you finished a battle and have a downed mech. The engineer could rig something up to bring up a way to analyze the mech. They could find out what systems are good and what is shot. If it turns out that the mech can be fixed enough to get back to base the engineer could do a sort of hasty repair to get the mech back online so it can "limp" back to base. Once there, repairs can be implemented.
I'm thinking along those lines, because I would rather be able to fix my mech up than wait to have a pick up by a vehicle or airship. If I'm with a group I could be "waiting in line" for someone to come pick me up. With this option I could repair the mech enough to get it back.
This could also allow for a mini game of sorts to access the mechs systems. This could also be a good option for salvaging. If the engineer accesses the mech and see's that the systems are toast it may not be worth salvaging and therfore you could move on to something else.
If this is covered elsewhere, please point the way. I may have missed it.
«
Last Edit: May 23, 2007, 04:40:50 PM by Red Baron
»
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Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Analysis by Engineer
«
Reply #1 on:
May 23, 2007, 05:40:38 PM »
I like the idea of mini-games as long as make sense. I have seen some that did not work very well. The Diplomacy was fun in Vanguard until you had to play against decks that you did not have the cards to compete with. Sort of ruined the fun of the mini-game. This one seems to have much more possibilities.
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Red Baron
Special Agent
Mech Leader
Karma: +3/-0
Posts: 75
Re: Analysis by Engineer
«
Reply #2 on:
May 23, 2007, 05:53:08 PM »
I'm kind of thinking of the system like I remember from Neocron. As a hacker you had to connect these pathways and the computer tried to counteract what you did. If you had the skill and knew what you were doing it was pretty easy. If your skills weren't even close to being high enough it was impossible. If skills just met the requirements it was very tough, but doable.
I'm not saying that this would have to be the same by any means, but it would fall in line with the future and using computers. Again nothing set in stone; it's just an idea.
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Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Analysis by Engineer
«
Reply #3 on:
May 25, 2007, 09:19:04 AM »
The quick and easy method would be to make a skill roll to determine the level of success or failure for the character when performing a diagnostic.
A mini-game may be fun, but wouldn't the same mini-game become boring after a bit, since it is just the same game?
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Robgoblin
Special Agent
Mekkor Apprentice
Karma: +2/-0
Posts: 180
Re: Analysis by Engineer
«
Reply #4 on:
May 25, 2007, 10:27:46 AM »
The thing about the mini-game is make it more action than passive. If it is something that only last 30 seconds to 2 minutes then should not be a problem. Have a skill roll decide the difficulty of the puzzle and time limit. Make a block type game of trying to line everything up to show trying to hook up to the Mech program and the closer to completing the puzzle the more information and correct information is recieved.
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Red Baron
Special Agent
Mech Leader
Karma: +3/-0
Posts: 75
Re: Analysis by Engineer
«
Reply #5 on:
May 26, 2007, 10:51:37 AM »
I agree that it could get a little old after a while, but as Robb said it brings an active roll into things. As long as the mini is short like 30 seconds or so. If I have tons of skill (or maxed out that skill) and I am limited to a skill roll there is a chance that I may not be able to access systems of a mech. With a mini game coupled with the skill, if the player is good they could access the mech 99.9% of the time.
Again this also adds a service that can be purchased so to speak. Let's say someone takes down a mech and the mech looks like it is a bit of an older chassis. (This is all a what if.) Now the person goes into to access the mech systems to see if anything is worth salvaging. It turns out that quite a bit of the mech systems are more advanced and therefore would take more skill to access the systems. With things being that advanced even though someone has the skill to use the equipment that person may not have the skill to see if it is usable.
With all that I am thinking on the lines of you have a pilot that can put a bomb on a target, but that pilot can't jump in and re-wire things. That is where engineering skill comes in. If a mech is damaged a "dumb" pilot isn't going to be able to hot wire the system for diagnostics, but an engineer could. The higher the engineer's skill the more advanced systems he/she can access.
Edit: Even though things can get old in Neocron it was nice, because you got feedback when you did something. What I mean was that even though I had to do the same thing everytime when trying to hack an outpost (hardest thing to do in the game) it would always tell me my status. It took three successful hacks to take over an outpost. First you would get a message such as "security has been breached." Next might be hacking power, etc. You could do anything like that. Also if you failed to hack something there was a timeout period before you could attempt access again. I also should add that as you are hacking the clan that owned the outpost was getting the alert messages letting them know what was going on. You could be through two levels of security and then have a clan show up to defend their outpost. It got the adrenaline flowing when you were trying to do something very quickly.
«
Last Edit: May 26, 2007, 10:58:14 AM by Red Baron
»
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Agamemnon
Wardog
Field Commander
Karma: +9/-0
Posts: 823
Re: Analysis by Engineer
«
Reply #6 on:
May 27, 2007, 08:54:06 AM »
There was also once something similar in the old SW:G system during the village Jedi era as an artisan you had to put together some parts for a tracking device that you then used to actually track something.
Another idea is from the movie "Aliens" in which Hudson (a grunt) is ordered to "run a bypass" on the main seal door to the compound at the outpost which was partially barracaded.
Both of these have some nice potential for save/fail rolls and a few "interactive" ways of doing an engineer analysis on a downed system.
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There are 10 kinds of people in the world. Those that understand binary and those that do not.
Red Baron
Special Agent
Mech Leader
Karma: +3/-0
Posts: 75
Re: Analysis by Engineer
«
Reply #7 on:
May 27, 2007, 03:43:32 PM »
Anything I think would be pretty good. I just figure that when you come across a mech you aren't going to know the status of that mech. It could be cherry or it could be toast. Having an engineer that could have skills to wire up a bypass, analyze, repair a mech to get it mobile again, etc.; would be sweet. The possibilities are really endless. I know it all depends on the level of coding involved. Again I'm just looking for more skills along the engineering line.
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Markius Proxim
Special Agent
Mech Pilot
Karma: +0/-0
Posts: 24
Re: Analysis by Engineer
«
Reply #8 on:
October 06, 2007, 04:57:53 PM »
I'm against a mini-game. I'd rather fix it and limp home, fixed and get back to playing the real game.
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Phelan Kerensky
Special Agent
Mech Pilot
Karma: +1/-0
Posts: 19
Re: Analysis by Engineer
«
Reply #9 on:
November 07, 2007, 04:57:46 PM »
I was thinking more in line of having a specific Salvage Mech, piloted by an Engineer, much like we have breakdown trucks, and mechanics for broken down cars.
The Salvage Mech would have little in the way of weapons except for a few defensive systems, but would be equipped with scanner/analysis systems to determine the status of a downed Mechs systems to allow the Engineer Pilot to pick and choose the most valuable salvage.
I thought that initially we were not going to have the capability to get outside of our mechs, my suggestion allows for this, and gives players a choice of a different trade in the game.
The Salvage Mech would be equipped with Mag Lev units that it can attach to any downed mech, to allow it to be literally towed back to safety, where it can then be repaired or broken down for spares.
The mini-game system would be a part of either the scanning/analysis system to allow the Engineer to make an accurate call on repairability, or as part of the repair phase itself. So any mini-game need only be undertaken by the Engineer-Pilot as part of that trade. Obviously, if they found the mini-game unrewarding then they would move into another aspect of the game where that mini-game is not required to be used.
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I never know what to say about myself in these things, so I guess I'll just say this:- It is better to remain silent and thought a fool, than to open ones mouth and remove all doubt. hmm.. never stopped me before.
Kreator666
Special Agent
Mech Leader
Karma: +0/-0
Posts: 52
Re: Analysis by Engineer
«
Reply #10 on:
February 18, 2009, 04:54:23 AM »
Quote from: Red Baron link=topic=154. msg1413#msg1413 date=1179963544
Just something that popped into my head, but is there going to be a skill in which in engineer would be able to come out and do an analysis on a downed mech?
Me, I would make it that running his analysis the engineer would see how the other mech was equiped thus gaining some presious intel regarding of how the ennemy force tend to favorise as equipement.
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Sturm Kintaro
Wardog
Mekkor Apprentice
Karma: +8/-0
Posts: 248
Re: Analysis by Engineer
«
Reply #11 on:
February 18, 2009, 07:46:20 PM »
I think the better method would honestly be have a repair/salvage mech. Very limited armament - I'd say 90% of it should be dedicated to antipersonnel... but they would have very simple repair facilities, more elaborate scanning capabilities, and a tow-truck like crane attached to the back, with 2-3 magnetic clamps on the end. If the repair guy scans the mech (system makes a roll), determines its worthwhile, he can use the crane to pick up the 'Mech and carry it with him. The benefit of this type of vehicle is it is multi-purpose... in the middle of a firefight he can do very limited repairs to his teammates (perhaps be able to slap on an armor patch, or re-attach a limb for a quick fix... neither of these would be the same as a full repair in a gantry... but gets them back in the game, so to speak.) Also, if one of his buddies ends up needing a ride home, well, the crane's there
Now this 'Mech can potentially carry/drag 2-3 mechs, but for each additional mech it's carrying, it's top speed drops by 10-15kph. So if it starts with a top speed of 90kph, dragging 3 mechs could drag it down to 45kph, requiring a longer exfil.
Also keep in mind that on this world, you're not going to be running forever like in most standard MMO's... with existing tech your power systems are good for about 3 hours max. Odds are you'll be scouting/travelling for up to an hour, have an hour to scan/fight/recon/process resources, then still need to leave enough time to get home. Having this type of vehicle would be WAY cheaper than having to rent a cargo pilot to come and pick up the chassis.
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SoulMiner
Special Agent
Mekkor Apprentice
Karma: +3/-0
Posts: 202
Re: Analysis by Engineer
«
Reply #12 on:
February 19, 2009, 05:58:20 AM »
Mech with a crane and able to carrie 2-3 mechs i would have to disagree with this design tho i agree with the concept. I would sugest changing the mech to a wheeled or tracked Vehicle heavyer payloads are more believable.
also i sugest puting some type of auto tracking short range .303 cal machine guns on this maby Three total covering, Front, Left, Right. Range eh 200m (whats the point of going into get the mech if he was taken out by Inf in the first place) no counter to inf so your mech is a total loss your not getting it back other wise.
I do think there needs to be a ground unit to counter inf (no shields so mech's blast it) but realy if your mech goes down in a group of 3 or more inf your not going to get it back sorry.
Imagin Band of brother scene where sniper only wounds people soon he has a pile of idots around the first guy....(need the recovery vehicle to have some inf defence gees only makes sence).
2 recovery Veh working togather would be able to make a 200m circle ZoC (Zone of control) parked back to back. There for making sucessful recovery possible. Long as there arn't any mech's around lol.
«
Last Edit: February 19, 2009, 06:29:02 AM by SoulMiner
»
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IF YOU BUILD IT THEY WILL COME
SoulMiner
Special Agent
Mekkor Apprentice
Karma: +3/-0
Posts: 202
Re: Analysis by Engineer
«
Reply #13 on:
February 19, 2009, 08:51:32 AM »
I think i will make a visual of this one (i like the idea) its going to be ruff but i think this one has merit.
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IF YOU BUILD IT THEY WILL COME
SoulMiner
Special Agent
Mekkor Apprentice
Karma: +3/-0
Posts: 202
Re: Analysis by Engineer
«
Reply #14 on:
February 19, 2009, 12:34:07 PM »
as promised here is a visual of just such a vehicle
Name humm.... MSV (Mobil Salvage Vehicle) Carries ammo and capable of minor field repairs.
Moto: "if its still walkin we can fix it, everthing else toss in the back"
the size's are way off but hey its a concept
guns looke like 300mm's LoL
hope these get some gears turning. Cheers Dev team. the fans have spoken
«
Last Edit: February 19, 2009, 01:02:12 PM by SoulMiner
»
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IF YOU BUILD IT THEY WILL COME
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