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Hey Mech-Heads!
#1
Let's gush about mechs and how we can adapt them to the Omniverse!

Personally I'm a fan of mechs like those featured in Zone of the Enders, VirtualON, and Full Metal Panic.

Essentially that's high mobility and moderate size with several weapons systems.

(If you're not familiar with VirtualON, then you missed out on the greatest cockpit-controlled arcade mech fighting game ever. https://youtu.be/V6is3_0SlZs )

I would estimate that a powered-up form would suit these types of robots best, but most of the weaponry would still have to be regular moves to allow for SP budgeting.

Probably about four moves for weapons systems, basic regen for damage control, and probably an emergency eject move as well (i.e. a move that allows for instant transition back to a base form regardless of and hold or speed debuffs).

Other thoughts?
[Image: screen_shot_2018_02_16_at_4_33_57_pm_by_...c3dkog.png]
#2
I want to get a mech for Aello's tier two power up. I think moves that are disabled as the mech takes damage would be pretty spiff.

Like an energy cannon that is built into an arm and explodes when destroyed, rendering it useless for the rest of the fight.

Could also have drones for assists.
#3
An emergency eject would likely just be fluff, since the norm for Power-Ups and such is nigh-instantaneous transformations in and out.
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
#4
I was thinking about D.Va as a player, so yea, I'm all about the mechs.
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#5
Oh, hell yeah. I encourage the development of giant robots for completely unselfish reasons not at all related to monster-fights.

*ahem*

Anyway. I agree that powered-up forms are the way to go for this - SP as battery-life/reactor fuel/phlebotinum stability, what the fuck ever, which can even be tied into the reason why using any super-weapons your robot may have cuts into the overall robot-time. For 'moderate-sized' units (which I'm guessing is anywhere from 15 to 40 meters high) I think burst-movement is probably essential (afterburners yo). You'd probably want survival as well, on account of its a robot, and you'd need to bear in mind that any damage done to the machine during a graded fight would have to be translated onto the pilot somehow (though admittedly this isn't a great challenge - mechanical failures, bumping and jarring : there's a lot of way a pilot can get hurt if a giant robot's getting mauled).

As far as move's go - I'd say explore the classics. Eye-beams, improbable numbers of missiles, fuck-off energy swords, gattling cannons, tower-shields the size of actual towers, you name it. One of the great things about giant powered-up forms is that they give you the chance to go Big with your move-set, and do things that normal-sized characters wouldn't have the fortitude to support. I imagine that's even more true for a mecha.
#6
(02-15-2018, 09:46 PM)King Ghidorah Wrote: Oh, hell yeah. I encourage the development of giant robots for completely unselfish reasons not at all related to monster-fights.

Don't worry, I promise Dragonzord is coming to get you.
[Image: zedd2018.png]
#7
Yinz should go get Trixie. He's tried at least 3 times to be a giant robot of some sort.
#8
Trixie keeps telling me that a mech-user "wouldn't work" and would be "too lame" and I keep telling him to stop being so lame and just make them so I can battle them with MEGASUIT SAMUS.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#9
Yes. I've been trying to do this to satisfy my pilot desire for a while.
[Image: trixiesig2018.png]
Always Outnumbered, Never Outgunned
#10
Going to have mechs of my own as Raf/Unicron later.
#11
Aight nerds I slapped together the prototype of my robot, lemme know what you think. This would also use burst movement/super jumping flavored as rocket boosters and a stealth system. Moves probably need to be balanced, but I had fun writing this.


Slipstream Bulldog Tier One Power-Up (1000)

[spoiler]

[Image: atlas_litho.jpg?1398822461]


ATK + 1
DEF + 2
SPD + 1
TEC + 1

Standing at an intimidating 24 feet tall, the Slipstream Bulldog offers personal protection at a price point that can just not be beat. Slipstream’s latest creation offers a fully modular frame, with several hardpoints compatible with virtually any modern armament allowing the Bulldog to tackle any situation presented to it. Designed with your safety in mind the Bulldog is fitted with thick ceramite plating inspired by Space Marine technology as well as a six inch thick plasteel viewport.. Complete with heated seat, climate control, and an integrated sound system Slipstream Industries guarantees, when it comes to mechanized hardsuits, the Bulldog is the most comfortable ride money can by. “Splistream Industries - It’s like wearing a second skin.”

Aello’s particular Bulldog is stored within a modified teleporter. This teleporter is tuned to her and should the need arise she can have it teleported to her in a matter of seconds. However in order to make room for the teleport homer the energy core had to be downsized giving her a limited window of use. One the mech runs out of energy or Aello chooses to dismiss it it will be transported back to Jill’s repair shop.[/spoiler]

Crusher clamp with grapnel cable (600) Requires Physical Strength, Range Proficiency

[spoiler] Aello’s Bulldog is equipped with the stock crusher clamp on its left arm. This clamp can be used to grab, crush, and/or batter opponents. Despite being able to rotate in its socket the crusher clamp is an inherently clumsy weapon and only truly effective against foes that are too slow or cumbersome to avoid its sluggish movements. However should Aello manage to grab an opponent the results would be devastating.

Additionally Aello can fire the claw up to fifteen meters away. This move is incredibly hard to aim and often results in collateral damage rather than a direct hit. Once fired the claw can be reeled back in via a thick braided cable resetting from max distance after about three seconds. Should she manage to score a direct hit the claw will clamp down and begin to reel in the target. Stronger opponents can fight against the grapnel and the claw will automatically release after five seconds. While the cable is moderately strong it can be severed if it sustains enough damage. Once severed Aello is unable to use any function of the crusher clamp until it is repaired and refitted out of combat.[/spoiler]

Booster Rush (300) Requires Physical Strength, Burst Movement

[Spoiler] Aello’s Bulldog is fitted with several Slipstream Shocktek Boosters. These boosters normally allow Aello to perform short rapid maneuvers around the battlefield. However she can choose to overload these boosters, allowing her to charge rapidly in a straight line. Once activated the booster jets along the rear of her mech fire up, shooting a burst of bright blue exhaust behind her. She then charges at roughly double her maximum speed for a distance of ten meters, knocking aside or bowling over anyone in her path. At the end of her charge the boosters become overheated and she is unable to use burst movement or super jumping or moves that require either for a total of thirty seconds.[/spoiler]

Kroztech Hellspike Plasslug Rifle (600)

[spoiler] Originally intended for exclusive use in military application the hellspike proved to be such a devastating weapon that every private arms dealer pressured Kroztech to release a publically available version. Modified to fit the Bulldog’s right arm the Kroztech Hellspike offers two seperate firing modes. Switching between the two modes takes ten seconds as internal mechanisms are engaged.

The standard firing mode is a full auto machine gun, capable of sustained fire for thirty seconds before a new clip must be cycled. It fires two rounds every second and takes a total of five seconds to reload. Designed for short to mid-range firefights this firing mode is not very accurate past 15 meters with a total effective range of 60 meters. Due to Omniphysics the bullets become largely harmless beyond 60 meters. Due to ultra-efficient ammunition storage running completely out of ammunition is practically a non-issue.

The secondary firing mode engages the rifle’s patented Hellspike plasma generator. This mode fires a spike of superheated plasma up to 120 meters away. These projectiles are particularly devastating against solid objects. While the Bulldog’s built in aim assistance is relatively ineffective with the standard firing mode due to the rate of fire, it works swimmingly with the secondary firing mode allowing her to remain surprisingly accurate at all ranges up to the maximum 120 meters. Due to the heat and energy involved in firing these projectiles there is a ten second cooldown period in between each shot as well as a two second chargeup period before the weapon fires a projectile. [/spoiler]

Delbrook Corp. Locust Self Defense System (600) Requires Ranged Proficiency, Homing Proficiency.

[spoiler] Eight rockets, located in ports built into the Bulldog’s shoulders, provide Aello with a flexible and reliable defensive system. Should a projectile be targeted at her from more than 20 meters away she can activate Delbrook’s Defense System. The built in aim assistance locks onto the incoming projectile and fires one of the eight rockets to intercept it, either completely absorbing the projectile or mitigating it. There is no cooldown on this ability, but once all eight rockets are used she is unable to use this move until the mech is reloaded outside of combat.

Alternatively Aello can target an enemy and firing a rocket at them. This rocket pursues them with and is able to slightly course correct for a direct hit. The rocket travels relatively quickly and the resulting explosion is not very powerful, but can be used as an effective distraction or to flush a target out of cover.[/spoiler]
#12
As someone who has recently gained a strange urge to adapt Simon from Gurren Lagann into the Omniverse, this thread has become relevant to me.

Most of the talk so far has been about semi-realistic mecha that could fit into the rules with some adaption, however. Gurren Lagann... doesn't mesh well with things like that. Of all the mecha in that universe, Lagann itself would probably be the most difficult thing to shove into the Omniverse, as it is basically the font for all the crazy mecha bullshit that ever happens there. Most notably is Lagann's ability to fuse with basically any vehicle powered by the Spiral, whether it's a mecha, a battleship, or a gigantic mobile fortress. It can even steal/integrate parts of other mecha into itself.

That's not to say this isn't all doable to some degree. It's just going to need a lot of fudging about with.

Since Lagann itself starts out at about the size of a person itself, I'm thinking that could be made as just a base form with no transformation necessary. It would likely either a move for Simon (incorporating everything Lagann can do and updating/refining as new abilities are unlocked) or simply an extension of Simon himself. Thoughts?
#13
I'd probably do Lagaan as an Alternate Form and take various integrations as Powered-Up Forms. And grab Fusion+Symbiosis if you wanna integrate with other PC's Mechs.
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
#14
I'd recommend at least an alternate form, if not Tier 1, to allow Simon to fight outside the mech, get torn out of Lagann etc. If that can happen it really needs to be at least an alternate form. If Lagann and Simon can fight simultaneously (ie outside of the mech) it'd probably need to be an assist or a remote-controlled move with big downsides (but I can't imagine that being anywhere near powerful enough to represent Lagann). Tier 1 would do justice to the fact that Lagann is a mech, made of metal, and doesn't take damage easily from regular punches (it would actually hurt the puncher if you want to be realistic, so that needs HIGH def) but is neither slow nor weak either.

Having a life-force link between Lagann and Simon to explain IC damage would make a lot of sense, in this case.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#15
Yeah, you guys are right on the alternate form thing. Simon isn't always going to be in Lagann, and Lagann isn't going to be (completely) autonomous without him.

I'm rather on the fence about whether Lagann should be an Alternate Form or a Powered-Up Form, though. On one hand, it makes perfect sense that Simon should be drained while piloting Lagann in a fight (and if I'm keeping OM from Dante or whatnot, SP won't entirely be a concern). On the other hand, I would almost prefer that Simon be able to pilot and use Lagann in more trivial situations without fatiguing himself.

My thoughts were that Lagann would just be a power-focused Alt Form (high marks in ATK/DEF, almost nothing in TEC) and that any Powered-Up Forms would have Lagann transform into Gurren-Lagann (or some even larger form) for even more power. After all, while Lagann is quite strong, most of the power it gets arguably comes from combining with other Gunmen.
#16
So I'm finally trying it out. Annabelle is my answer to the need to be a pilot. A carrier based sortie pilot based in the Vasty Deeps flying patrol missions for the Empire. I can RP flying the VF-1 which was designed straight from the Grumman F14 Tomcat.
[Image: BROLY-SIG.gif]
#17
As a serious response to this thread, instead of just threatening Ghidorah with mechaGodzilla, I've always been interested in Battletech even though I didn't even know it was a tabletop game for years. I just played the hell out of MechWarrior 2: Mercenaries when it came with my old Windows 95. Really cool setting with a mixture of air combat and big mechs, plus the customization of both, so I've considered a character from that setting a few times. I think compared to other franchises that this place draws mechs from Battletech stuff would be hilariously low SPD stat, but that's really more points to draw from for the other stats. Plus with so many different weight classes and such, it would cover the different transformation tiers pretty nicely.

Now that I'm thinking about it I'll probably spend all day scrolling through their wiki.
#18
[Image: TOY-RBT-0796.jpg]
(I'll be designing my own mech at some point, but it's basically the Viper II)

Custom HMA-75α 'Libra'
Tier 1 Powered-Up Form

The HMA Libra in its Alpha Configuration is a 15 meter tall humanoid mech that focuses on high mobility and oppressive firepower. This particular mech has two combat configurations; Alpha is the ground assault walker. While it has better aiming and firing options, it cannot fly in this mode, though it can jump up to fifty meters in the air using jump jets. Shifting from Alpha to Beta takes three seconds.

ATK: 5
DEF: 3
SPD: 4
TEC: 3

Custom HMA-75β 'Libra'
Tier 1 Powered-Up Form

The HMA Libra in its Beta Configuration is an 18 meter multirole attack jet with a wingspan of 15 meters. While the Libraβ has limited hover capabilities, it is more suited to strafing and skirmish tactics at extremely high speeds. This makes aiming and weapons delivery more difficult. Switching from Beta to Alpha takes 1 second, but the Libra must have sufficient space to slow down and land.

ATK: 5
DEF: 3
SPD: 6
TEC: 1

Emergency Eject System (Requires Burst Movement)

In the event that the Libra is grounded or debilitated in either configuration, Drake can choose to escape the holding effect by immediately ending the Powered-Up Form. The ejection seat rockets him away at high speeds for twenty seconds before the booster fuel is exhausted, at which point Drake can unstrap himself and resume combat. If Drake chooses to eject from the Libra, he cannot use it again for the rest of the fight.

V2M Meteor Missiles (Requires Ranged, Homing, Area Attack)

The Libra is armed with a payload of twelve V2M warheads, with six in each shoulder nacelle. These 4.5 foot long missiles can either be ripple fired in a straight line at up to 2 missiles a second, or, the Libra can lock onto a target and activate a fly-by-wire homing system to ensure impact. Locking onto a target takes five seconds, during which time Drake must focus on aiming and programming the V2M. He can pilot and maneuver the Libra, but he cannot use other weapons systems and must maintain line-of-sight to his target. The Libra must stay within 185 Meters of the target during the entire locking process.

Whether the Meteors are unguided or locked, they fly at a speed of Mach 3 and impact with a blast radius of ten meters. Targets inside the blast radius are subjected to a huge concussive explosion as well as a fiery blast. The Libra cannot be rearmed with more Meteors after firing them, and Drake must manually summon new ordnance after the fight.

Magnetar VII Plasma Rotary Gun (Requires Ranged, Area Attack)

The Magnetar VII is the latest in Solo Arms armored coaxial gatling weaponry. This plasma weapon can fire a stream of magnetized, brass colored bolts at a rate of 2,000 rpm. The gun has a range of 400 meters, but is highly inaccurate and only good for saturation fire. In addition, the rotary chamber is very prone to overheating, so the Magnetar can only be fired in short bursts. For every second that fire is sustained, the gun must spend three seconds cooling, up to a maximum of five seconds of sustained fire and a fifteen-second cooldown.

If the Magnetar VII is fired for longer than five seconds, it will jam and become unusable until it can be repaired manually, which is a lengthy process. Additionally, while in Configuration Alpha, the Magnetar is hardpointed on the Libra's left arm. In Beta Mode, the Magnetar VII is locked in a forward-firing position from the nose of the Libra's fuselage.

HFP Saber, 'Ceres' Model (Requires Physical, Area Attack)

The Ceres Saber is the Libra's primary melee weapon. It is an 8 meter long and 1 meter wide beam of contained plasma, emitted from a module grafted onto the Libra's right hand. I keeping with the Libra's High-Mobility strategem, the Ceres was not designed for prolonged melee engagements, and cannot block enemy weaponry in any way. Rather, it's cutting ability and efficiency have been optimized for quick hit-and-run tactics.

Similar to the Magnetar VII module, the Ceres Saber can overheat in the same fashion and time-ranges if it is used for too long. When used for attack, it takes .6 seconds for the beam to extend to combat length as well as retraction, and these periods must be factored into overall weapon activation time. This hypothetically only allows for one or two quick slashes before the Libra must retreat to allow for cooling. The destructive power of the plasma, however, usually makes this more than enough to quickly neutralize melee targets. Despite being 'efficient', the power used to fuel the HFP Saber is routed from the Libra's engines, and therefore the HMA cannot use the Ceres whenever it is in its Beta Configuration.

Libra Damage Control Systems - Tier 1 Utility (Requires Basic Regen, Survival)

In the event of critical damage to the Libra, Drake can route emergency power to the Libra's automated repair systems. These quick patches and fire suppression systems will not create long-lasting repairs, but can at least restore the Libra to fighting condition in the event that it is disabled or critically damaged.

Prototype Directed Antinilium Converter, Codename 'Quasar Cannon' – Tier 2 Attack (Requires Ranged, Area Attack)

Just a giant fuck-off death beam.
[Image: screen_shot_2018_02_16_at_4_33_57_pm_by_...c3dkog.png]
#19
As the only Titanfall related character in the OV (so far anyway), I see this thread is relevant to me. I completely intend on bringing my pilot's Titan along as a supporting protagonist in his story. Alexander's Titan is a Monarch-class Titan with offensive moves that other Titans use and moves aimed more at allied support. Although a tricky move to adapt would have to be the Upgrade core since not only does it make a Monarch more durable, it unlocks abilities in the first three uses and regenerates shields after every usage beyond that point.
In the end, there will be no one left.
We are no longer innocent.
We are lost from this world.
From home.
We no longer believe in such things.
We only believe in war.

[Spoiler]
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[Image: bHBAiHJ.jpg]
[Image: EQ2Md1h.jpg]
[/spoiler]
Quote:
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Please message me before you attack my character or assault my base! Thanks!


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