The Omega Project: Development Thread

If a unit is given both bombard strength and rate of fire greater than zero then the game uses attackA as bombardment Flc weather or not it's offensive or defensive and regardless of whether or not you flag the unit as bombard.
Flagging the unit as bombard gives you offensive ability(bombard button appears for unit) With out the flag it's only defensive.

I've had to re-arrange some of the mech's so the missiles were attackA so it would use that for the bombardment.

Edit: Thanks for the heads up on the MIDAS bomb I'll check it out.
 
Correct, and the same rule applies if you flag it with zone of control too.
 
Right.
Although I think the order for how it repeats is still under debate in another thread. I think its A>B>C>B>C>B>C>B>C..... but it may be A>B>C>A>B>C>A>B>C.....I have to test that later.
 
Things have been slow at work(not sure if thats a good thing) so I was able to finish the Blackhawk today waaaay ahead of schedule. For some strange reason animation shop won't open the death flc (even though its game tested and works fine) so I can't include that in the preview, which really bites because it's quite spectacular.(lot's of pieces-n-parts flying). Here's the default/run/fidget/attack

blackhawkpreviewdl0.gif


But wait theres more. You also get this limited time offer, only good while supplies last, not sold in stores anywhere, complimentary in-game screen shot.
blackhawktm5.png


And as an added bonus I'll throw in this Pedia entry:

Ripptide said:
^A mech capable of many tasks, but excelling at none, the [BlackHawk] plays a secondary role to heavier and lighter Omnimechs within the Clans arsenal. Though versatile, powerful and maneuverable, it cannot match the heavier mechs for power, nor the lighter mechs for maneuverability. What it does possess in quantity is versatility. Using neither Endo-Steel nor Ferro-Fibrous armour, the Black Hawk possesses more internal space than some other designs. Furthermore, designers left the arms open, allowing greater flexibility in designing weapons pods.
#DESC_PRTO_Blackhawk
^
^
^In its primary configuration, the Black Hawk has an unusual appearance and fearsome capabilities. The hexagonal weapons pods on its arms boast six medium lasers each, providing exceptional firepower but generating too much heat for sustained firing. The Black Hawk does mount four additional double heat-sinks to allow the pilot more freedom to use his weapons. Nevertheless, a pilot who fires all twelve lasers in one salvo risks immediate shutdown.
 
Thanx Eru and Carmen.

I just finished repairing and testing another fine unit of Ripptides:

"Bling".....Mech power-up detected
-Enter The Bushwhacker-
bushwhackerdefaulthf0.gif


And an in game screenie showing some of the civ colors:
bushwackeringamekw1.png


I'd say this is my favorite so far of the fixed units, but will see after the Mad Dog/Vulture which I think is going to be next....

And a little history on the unit:
Ripptide said:
^The prototype Bushwacker was under construction at the start of the Clan invasion. An ambitious, unorthodox design, the Bushwacker featured a long, narrow upper torso designed to present a minimal target profile to enemy units. This unconventional configuration resulted in an extremely complex interior layout, with the 'Mech's fusion engine, sensors and communications suites crowded together. Unfortunately, the engine shielding proved insufficient to insulate the sensors and communications suites from the engine's radiation, and the Bushwacker experienced frequent targeting and sensor system failures. Attempts to increase the engine shielding made the 'Mech too heavy and cumbersome for battle use. Though the Bushwacker program seemed destined for cancellation, many observers praised the innovative design as a daring work of BattleMech engineering. It was the Clan invasion that saved the Bushwacker from the scrap pile. A raid on a Jade Falcon base on Twycross yielded a vast haul of technical specifications and schematics for various Clan BattleMechs. The Bushwacker design team were given the specs for the Clan Vulture. Using these documents as a guide, the Bushwacker team was able to reconfigure the 'Mech's interior spaces and eliminate the electronic interference.
#DESC_PRTO_Bushwhacker
^
^
^The Bushwacker is built with long-range combat in mind. Its two LRM launchers, along with its improved large laser and Mydron autocannon, give this 'Mech the ability to really reach out and touch someone. While against Inner Sphere opponents this weapons mix is quite lethal, Clan opponents are a different matter: the Clan weapon systems out-range their Inner Sphere counterparts by up to 50 percent. Engaging in a long-range slugging duel with Clan troops is suicide for any Inner Sphere 'Mech, even as one as well armed as the Bushwacker.To compensate for this disadvantage, Bushwacker units attempt to use the terrain and natural obstacles to engage Clan units at relatively close range. In a lance of Bushwackers, one member will serve the remaining three units as a spotter for indirect LRM fire.
 
Heh, a bit different from my Bushwhacker strategy, which consisted of pulling Clan long range heavy lasers and LRMs off of junked clan mechs I'd destroyed/disables and putting them on my mech, but effective nonetheless. ;)

Then again, I always tended to go for unconventional strategies and techniques in games.....

Nice Unit, though.
 
Hikaro Takayama said:
Heh, a bit different from my Bushwhacker strategy, which consisted of pulling Clan long range heavy lasers and LRMs off of junked clan mechs I'd destroyed/disables and putting them on my mech, but effective nonetheless. ;).
Yes, in my research of the Battletech world I remember reading that the clan weapons had a 50% better effective range. So, salvage would be an important aspect of stratagy.

Hikaro Takayama said:
Then again, I always tended to go for unconventional strategies and techniques in games.....

Nice Unit, though.

Speaking of unconventional strategies and techniques. Check this bad-boy out.
tptruckll3.png
 
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