[comp.sys.amiga.games] Mechforce/Storm Over Europe

robert@alliant.backbone.uoknor.edu (Robert Lindsay) (02/07/91)

It's nice to see that Ralph Reed's game is still getting good comments and
being played. I myself perhaps shall soon finish re-entering ALL the mechs
from the original Battlemech Tech readout into version 3.71 format. My
question is what does everyone use for recycle times for their weapons?
The default settings penalize cannons and missles way to much I think.
(I believe it is 15 sec - beam, 30 sec - missles and cannons) I have tried
using 0 second which makes for a nasty game! BTW mechforce 3.71 does run
under 2.0 (at least the registered version)

I finally recieved my 1.1 upgrade of Storm Across Europe last week. The
people at SSI tech support were dubious about the fix to make it work under
2.0. Whats the story Mike? I want to say goodbye to 1.3 forever and am willing
to give up on Wings but not Storm!

robert lindsay
robert@alliant.uoknor.edu

sphaak@vela.acs.oakland.edu (sphaak) (02/10/91)

In article <1991Feb6.205817.19780@uokmax.ecn.uoknor.edu> robert@alliant.backbone.uoknor.edu (Robert Lindsay) writes:
>It's nice to see that Ralph Reed's game is still getting good comments and
>being played. I myself perhaps shall soon finish re-entering ALL the mechs
>from the original Battlemech Tech readout into version 3.71 format. My
>question is what does everyone use for recycle times for their weapons?
>The default settings penalize cannons and missles way to much I think.
>(I believe it is 15 sec - beam, 30 sec - missles and cannons) I have tried
>using 0 second which makes for a nasty game! 


In the first place, the counter in the upper-right hand corner of the screen
displays time in tenths of seconds, not in seconds (the decimal point is 
missing).  So the default recycle times are 1.4 seconds for beam weapons and
flamers, 2.9 seconds for autocannons and machine guns, and 5.4 seconds for
missiles.  You can reset the recycle time for all weapons at 9.6 seconds, 
which ends up being 10.0 seconds because the program always adds 0.4 seconds
(for pressing the trigger or something).  This makes everything the same as in
the FASA Battletech game (the scale of the hexes is the same as well, as well
as the rate of heat dissipation for the heat sinks).  The only problem is that
the arms and legs of the mech still recycle way too fast, and Ralph didn't 
give us the option to reset those!  So I usually just use the default recycle
times.  I'm used to them.

BTW I play ONLY with the FASA mechs (and my own).  I put the FASA mechs on my
disk over a year ago.




---The Tygers of Wrath are WISER than the Horses of Destruction--- 

Ross Starkey
Wayne State University
Downtown Detroit!

yorkw@stable.ecn.purdue.edu (Willis F York) (02/10/91)

>>It's nice to see that Ralph Reed's game is still getting good comments and
>>being played. I myself perhaps shall soon finish re-entering ALL the mechs
>>from the original Battlemech Tech readout into version 3.71 format. My
>>question is what does everyone use for recycle times for their weapons?
>>The default settings penalize cannons and missles way to much I think.
>>(I believe it is 15 sec - beam, 30 sec - missles and cannons) I have tried
>>using 0 second which makes for a nasty game! 

We've used the Default times and Like it Very much.

0-sec Recycle? --- Give me those SRM2's   ZERO HEAT! 
(The other players would get boared tho)

I guess ya could do the ALL times = 9.6 sec... Perhaps that's 
be what YOU'd Like... But in out Group were thinking about ways
to make the Board game MORE LIKE THE COMPUTER GAME!...

Missles and Cannons ARE NASTY NOW... AC10's Kick Butt...
(AC2's are a waste...)

Well my .02$....

--
yorkw@ecn.purdue.edu  Willis F York says:   
 IF ya meat an Amiga Owner that says: "I got my amiga Just to play games...:
there's only one thing to do...
Give him a Boot to the head... Then repeat .... Then repeat... 

sphaak@vela.acs.oakland.edu (sphaak) (02/10/91)

Most of my heavy and heavy-medium mechs are built around AC-10s.  My favorite
mech is one I designed called the LAWGIVER.  Its base move is 2.6 seconds per
hex, it has a jump-range of 3 hexes, 12 heat sinks, 320 points of armor 
(more than an Atlas!)  an AC-10 with 30 rounds of ammo, a SRM six-pack with
15 reloads, a medium laser and a small laser.  The AC-10 is mounted in the
right torso, the six-pack is in the left torso, all ammo is in the right torso
(there is a good reason for this) and there is one laser in each arm.  OH YEAH
it is a 75 TON MECH...
NOTHING can beat this mech (unless the computer gang-bangs me with 3 to 5 
20 to 40 ton mechs...)

Ralph's game is GREAT, but his mechs SUCK.  They are also unrealistic; 
a mech's targeting computer would be overloaded with the multiple SRM deuces
which Ralph crams onto his mechs... the SRMs (deuces, quads and six-packs) 
should also produce as much heat as they do in the FASA game... 


--- --- The Tygers of Wrath are WISER than the Horses of Destruction --- ---

Ross Starkey
Wayne State University
Downtown Detroit!

ksun@jarthur.Claremont.EDU (Kang Sun) (02/14/91)

In article <5087@vela.acs.oakland.edu> sphaak@vela.acs.oakland.edu (sphaak) writes:
>Most of my heavy and heavy-medium mechs are built around AC-10s.  My favorite
>mech is one I designed called the LAWGIVER.  Its base move is 2.6 seconds per
>hex, it has a jump-range of 3 hexes, 12 heat sinks, 320 points of armor 
>(more than an Atlas!)  an AC-10 with 30 rounds of ammo, a SRM six-pack with
>15 reloads, a medium laser and a small laser.  The AC-10 is mounted in the
>right torso, the six-pack is in the left torso, all ammo is in the right torso
>(there is a good reason for this) and there is one laser in each arm.  OH YEAH
>it is a 75 TON MECH...
>NOTHING can beat this mech (unless the computer gang-bangs me with 3 to 5 
>20 to 40 ton mechs...)
>
>Ralph's game is GREAT, but his mechs SUCK.  They are also unrealistic; 
>a mech's targeting computer would be overloaded with the multiple SRM deuces
>which Ralph crams onto his mechs... the SRMs (deuces, quads and six-packs) 
>should also produce as much heat as they do in the FASA game... 
>
>
>--- --- The Tygers of Wrath are WISER than the Horses of Destruction --- ---
>
>Ross Starkey
>Wayne State University
>Downtown Detroit!

	I have a mecha design that might interest you.  It's a 100 ton mech,
76 armor everywhere except the back torsos and head.  20 armor on the back
torsos, 14 on the head, strip down the hand actuators, one AC/20 with 25
ammo on the left arm, LRM/10 with 16 ammo on the right arm plus 5 SRM/2 with
30, 30, 26, 26, 26 ammo.  The engine is 7 ton with 175 power.  This mecha
has a movement of 5.9 seconds.  It's a slow mecha but believe it killed a
lot of mechas because of the armor.  There's another nasty mecha that's 35
tons (or classified as but it's a 40 ton mecha, overweight by 5 tons), it
has one AC/20 with 10 ammo and 4 SRM/2 with 10 ammos each.  It has a
movement of about 6 or so seconds.  Put the rest of them into armor.  Oops,
I forgot to tell you that the 100 ton mech has 22 heat sinks so it can
continuously fire the AC/20.  The 35 ton mecha basically blows a lot of
things away because as a light mecha (35 tons), you play suicide will
encounter a maximum of 70 tons (2*35) and the mechs usually don't have the
armor to last a few AC/20 blasts.

We're still testing the "generic" mechas.  One of them has a a PPC plus heat
sinks of 40.  It has a movement of around 4 seconds.  It's another 100
ton overweighted mecha.  Both of these mechas are fairly powerful by
themselves.  They survived countless suicidal missions.  They rarely end up
with internal damages.  They'll be killed under two conditions, one, they
encounter one of our design, two they got their head blown off.  Things are
different when you put them in a group.  Then they might die because they'll
be overwhelmed by the enemy firepower (hey, they can take AC/20 blast in one
location 4 times before fall down except the head and the back of course).

Have fun.