I’ve seen people say that steampunk mechs would be cool, and I always thought it wouldn’t fit the game. But to be fair, it would indeed be really cool and epic, and since vehicles are already planned, I decided to give myself a chance to come up with something. And I did, so here we are.
I imagine mechs to be similar to tanks, almost like an alternative to them. Not superior, but different. So, I recommand reading #575 first to better understand what I’m going to explain next.
Mechs would be slightly faster than tanks on average, but have a lot less health. They would be about as big as tanks too, so they can fit inside garage modules (for example, imagine the size to be similar to the “Mantis” mech from Halo).
Just like in my previous suggestion about tanks, mechs would need to be assembled from 3 parts : chassis, hull and weapons. It works similarly to tanks, with a few differences. Main one being that mechs can have two arms, which means two different weapons (which is also why they have less health). It also means they require more ammo.
(Like tanks, they come with a basic storage, something like 10 slots, where you put coal and ammo for the weapons (I imagine the weapons to use turret ammo))
Mechs also use more coal than tanks, 1 bit every 10 seconds. That’s 6 per minute, and a stack lasts for 3min20s.
However, arms allow for a lot more tools to be used : you could equip mechs with a “hand” arm, that can grab things and punch, and a mining arm that allows you to mine ore from inside the mech. Mechs can do melee, unlike tanks.
I don’t know whether you should be able to change arms after the mech is completed. It might be frustrating to have to build a new one just to change an arm, but it might also make it quite op to be able to change the arms however you like.
Now, just like I did for the tanks, let me explain examples of mech parts :
• Chassis (health and speed)
• Hull (special)
• Arms (two different arms can be equipped)
The “hand” arm is a bit more specific than the others. It allows to punch, but also to grab things (destroyed modules, scrap…)
There’s a lot of other things it could do, like grab and toss COGs, but also maybe grab rocks and launch them. I haven’t thought too much about that, but the possibilites are there.
What I thought of however, is in link to #946, which you need to go read first. If the mech is equipped with a “Hand” arm, it is able to walk up to the shield module, and if a shield is there, grab it and use it as a player would use a normal shield (#9).
Now, that’s pretty much my Mechs suggestion done. But there’s one last thing I want to talk about, which has to do with both Mechs and Tanks : it’s “on foot” gameplay. I’m starting to fear that too much vehicles might make “on foot” gameplay obsolete. Thankfully there’s a few ways to make it still relevant.
Thinking about giving more limitations to mechs to make tanks still relevant, what do you think about making players unable to leave mechs outside of garage modules ? That would make it less of a vehicle and more of a tool, as opposed to a real vehicle, which would be the tank.
Another idea would be to make the mechs uncraftable in some way, meaning you have to explore/raid in order to get one. It’s a different method of acquisition, most likely harder, but it means you can’t just infinitely pump them out. I originally thought there would be some kind of “mech schematic”, just like a “tank schematic”, but both could be researched freely. If we want to limit this, there’s 3 ways to go about it :