Personally I am going for something that looks like Vilanox.I hope that this ends up at least better than the scorpion with the multi-legged design here
because that's a terrible mech
Remember to put [X] instead of [] to have the vote count[] [Size] Small Chassis
[] [Comp] Ergonomic Steel Core Skeleton
[] [Config] Four-Limbed Model
I mean the scorpion looks fine but its basically just a worse Griffin (which is probably the best 55 ton mech in BattleMech*)Personally I am going for something that looks like Vilanox.
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Vilanox
Vilanox (ヴォルカノン Vorukanon) is the Evolved form of the Spectrobes known as Vilar and Vilamasta. This powerful tank-like Spectrobe made its debut in Spectrobes as a Corona Property Spectrobe. Vilakroma is a rare mutation of this Spectrobe. A long horn-beetle type insect with an extremely large...spectrobes.fandom.com
Take a look at the legs of that thing. Only four legs and they are thick and wide.
I think the scorpion was a victim of Battletech being weird with its limitations. Though we may want to have the legs not as sprawled out.I mean the scorpion looks fine but its basically just a worse Griffin (which is probably the best 55 ton mech in BattleMech*)
I'd prefer if this ended up looking less organic than that
(*at least until 3048)
[X] [Size] Small Chassis
[X] [Comp] Ergonomic Steel Core Skeleton
[X] [Config] Four-Limbed Model
Cheap and and reasonnably effective, i want the t-54 of mech design.
@Verisaimilitude
Also nit pick, with robots the cost of and complexity of a robots locomotion system goes up the more DOF(degree of freedom) ie joints the individual limbs have.
Second nitpick, a quad legged sprawler(bug like) design is terrible due the need to shift the center of gravity away from the stepping leg, resulting in a weird gyrating gait from the robot.
@Verisaimilitude
The potential problem with the Neural map and having more then two legs brings up an interesting question. Do we need a full neural map to run one of these Mecha? Or would a half and half approach work, using the Neural link to pilot/control the torso/arms/weapons and do the actual fighting, but have the movement (the legs) run by conventional technology, despite being less responsive and slower to move overall. With the Mecha pilot controlling the legs with conventional controls, or splitting the controls into a two-person system. One using the neural link system to fight, and the other being a conventional control driver for the thing.
Or if the full neural map is needed, the pilot for the mecha, and a fire-control officer to use conventional systems to provide targeting and control for lesser weapons.
EDIT: heck, two nural maps, one person handling just the legs, the other handling the torso and combat systems might also work.
To be fair it could still end up looking bug like even if we put the legs directly underneath. Take Vilanox for example, pretty hard to not see the beetle inspiration with that one yet it only has four legs that are directly underneath the main body.Although we're picking number of limbs, we certainly haven't gotten to determining whether it's going to be a bug-like or not - with a four-limbed design you would almost certainly be better off with a more animalistic design.
To be fair it could still end up looking bug like even if we put the legs directly underneath. Take Vilanox for example, pretty hard to not see the beetle inspiration with that one yet it only has four legs that are directly underneath the main body.
i think i actually meant commenta) We haven't gotten to the stage of determining limb/joint/actuator configurations yet, so the full cost hasn't been considered yet either.
b) Although we're picking number of limbs, we certainly haven't gotten to determining whether it's going to be a bug-like or not - with a four-limbed design you would almost certainly be better off with a more animalistic design.
I certainly won't get everything right but I don't think those are issues with the quest's accuracy yet! Definitely worth keeping them in mind, of course.
One thing that's often overlooked when producing items is that while smaller items technically require a somewhat higher tech base to start production, the actual material cost to produce is much lower than a larger item (assuming the same technological level, which seems to be the case here). Square-Cube Law in effect, basically.
We do need to fill those requirements and so choose the options that allow us to do that while presenting a good product.End of Project Requirements:
Skeletal Design (F+)
- Appeal to the budget constraints of Second Tier States (Logistical Values MUST average D or higher).
- Keep Production Cost affordable (preferably C or higher).
- Keep Build & Repair Speed ratings high (preferably D or higher).
- Must be a capable weapons platform against armoured targets (Tactical Effectiveness MUST average D or higher).
Tactical Effectiveness (F+)
- F+ | S-EFF - Structural Efficiency
- F+ | S-DUR - Skeletal Durability
- F | S-AGI - Skeletal Agility
- F+ | S-ACT - Actuator Precision
Power and Drive Effectiveness (F+)
- E- | T-WPN - Weapons Hardpoints
- F+ | T-ARM - Armour Plating
- F | T-PTP - Pilot Protection
- F- | T-PTJ - Joint Protection
- F | T-PTC - Component Protection
Logistical Values (C-)
- F+ | P-PWC - Power Control
- F- | P-SPD - Limb Drive Speed
- E- | P-HTM - Heat Management
- A- | L-CST - Production Cost
- A | L-TCH - Technology Cost
- F+ | L-BNR - Build & Repair Speeds
- E- | L-EOM - Ease of Maintenance
Because we still have to add weapons, armor, secondary systems, and potentially tertiary systems as well.Yeah but with our tech and production costs already in A why not go for the large chassis and four legs instead?
Yeah but we also need to improve the Build and Repair Speed value which the Small Chassis and Six-Limbed Model don't really contribute towards. The Small Chassis seems to even be wasting a Technical Cost value for no real reason.Because we still have to add weapons, armor, secondary systems, and potentially tertiary systems as well.
That low cost level you're promoting is going to increase really fucking fast by the time we're done.
If they are anything like the options here then not all of them will decrease the Production Cost Values. The Large Chassis does give us more tonnage and weapon hardpoints and the Four-Limbed Model combos well with the Ergonomic Steel Core Skeleton to improve Build and Repair Speed which we need to improve to D and is currently at F+. The Small Chassis and Six-Limbed Model don't add as much to the values we want raised. Given that we are making defensive mechs bigger seems better than smaller in this case.
We could likley buy the most popular/produced tank cannon on the market and use that on the light hull. The mass range is about the same as a main battle tank which should make for a solid selection weapons already suited for the size range.I want a six legged beetle light mech with a spinally mounted heavy gun tank destroyer