To let you know, I'm not a fan of the David vs Goliath situation (or even with today's armored warfare of one person with a rocket launcher taking a 40 to 60 ton tank). I'll try to give some detailed explanations here with infantry and Mechs, which I hope clarifies.
First, FOA is meant to be an avatar centric game (ie: You playing the character), with Mechs (or tanks) as the pet... that does not seem fitting, how about, an extension of the warrior spirit.
That is not to say, Mechs act as suits of armor or can be eliminated by single shots, especially from small caliber weapons. They are to act similar to naval ships (multiple weapon and defense systems and compartmentalized for damage).
Infantry vs Mechs:
- Infantry have no effective range capabilities against most Mechs (I have to say most, because some light Mechs may be designed with paper thin armor).
- For Infantry to defeat Mechs, close-combat is required, primary weapon would be a demo charge.
- Planting mines or charges into the ground and wait for a Mech to stomp over it is possible. But that takes time and/or planing.
- When near or on a Mech, Infantry have the capability to hitting a vulnerability (exposed joint for example).
- Infantry are difficult to detect, this is to provide some survivability for players.
- To have a fighting chance, Infantry must be in Power Armor. If not in power armor, then the body count is likely to be high.
- Players are Heroes and NPC's (for the most part) are the common people.
- NPC's will have moral checks (Charge that Mech? [roll] No way sir, I'm not a drone.)
- But a single Hero charging in the open zig-zaging at a Mech, dodging machine gun fire and area effect blasts and whatever other systems the Mech has... should be very rare. I would like to say impossible, but somehow the impossible becomes possible with players (by shear luck, poor judgment on the opponent, cheating, glitch, etc).
- Urban environments are deadly ground for Mechs.
Mechs vs Infantry:
- Whenever there is a vulnerability found with Mech's, a new system will be designed. (Example: Mine detection sensors in the legs)
- Primary anti-infantry weapons are Machine Guns or Pulse Weapons (or any other rapid firing weapons), though large caliber HE rounds may be effective.
- Mechs may be equipped with Anti-Infantry Pods (ie: mounted claymore mines) at all locations. Providing another layer of defenses.
- Mechs may execute physical attacks against Infantry as a last ditch effort.
- If large caliber weapons have a hard time penetrating Mechs, then small caliber weapons of Infantry will fail to penetrate. Even concentration/combine fire by Infantry will fail as each attack is done independently from one another and armor needs to be penetrated or hit by over-power damage to be reduced in effectiveness. Thus, for game purposes, ten 5mm automatic rifles firing for a solid week non-stop (disregard barrel wear) at thick armor, will not form a dent.
- Cockpits are available in three types depending on either visibility or protection is desired.
- Cockpit armor (windows/view ports) is only treated as one layer weaker (considered as transparent armor).
- Flat lands are deadly ground for Infantry when fighting Mechs.
There are problems to iron out with being character centric and using Mechs. Infantry have a hard time against Mechs, but an ejecting player pilot from a Mech should have a decent chance of survivable when escaping.
Also, certain technologies will not be possible or allowed. Teleportation and anti-gravity systems I am very picky of and limiting their use. There will not be Grav-Tanks flying in the skies or teleporting missiles/bullets. So no grav infantry using portable teleporters placing small bombs inside cockpits.
(If such systems are allowed, why have Mechs?)
Maybe I am too much of a purest regarding mechs but with all the effort to get the Mech side working is it really worth it to have to add combat infantry beyond whatever NPC aspects you decide are necessary?
To tell the truth, infantry fighting is easier to put into play than Mech combat, so there is not a lot of much technical effort on that side. Infantry are meant to be filled in by NPC's, but some people like to be the trooper, so ok...
Based on prior Mech games will the control center of a Mech really be large enough to let your avatar be dressed in full combat gear?
Good enough for body armor and whatever gear can be carried by the weight limit of the Mech (which should have an emergency escape vehicle). But not big enough for Power Armored, maybe the Battle Suit, which is just powered Rigid Armor.
(and thus there is that possibility of some pilot getting out of a knocked-out Mech, getting their portable dirt bike out and though meant for escape, uses that vehicle to charge at Mech. Get to that Mech, scale it to the cockpit, to plant that huge demo charge (wherever/however that got stored and carried) on the cockpit. Blows the cockpit and kills the pilot...
Which then have to ask, why have a Mech to begin with if all a person needs is a dirt bike and a large demo charge?)
If this can be done right, the way a non-mech unit could beat a Mech outfit, would be to something of the following:
- Mine the perimeter (and hope the enemy goes through the mine-field)
- Use fast moving missile carriers with hit-and-run attacks to lure the enemy to the preferred killing zone. Or use fast moving direct fighting vehicles (assault guns).
- The kill zone would be a box canyon, rocky place or a city.
- When the Mechs enter the kill zone, that is when the Infantry conduct their assaults.
- If fail to win, fallback to the alternate zone.
Could this happen? Yes.
Would this happen? Not likely as it takes a lot of planning and discipline by players.
Maybe that is how I should have responded at first.
To beat a Mech as a trooper will require some thinking and discipline, and most certainly, teamwork.
So how does all that sound?