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class-zero_ship_mecha_construction

So, What Are Furscape-style Mecha, Anyway?

Mecha are single-occupant vehicles, like mini-submarines, ground vehicles (hover, tracked or wheeled), atmospheric aircraft (jets), very small spacecraft (fighters and shuttles), or exoframes (see below). When they are set up as spacecraft, they are referred to as “class-zero” or “class-M” spacecraft.

The Rules

If you have any questions about the rules, please ask a staff member.

What About Robot Walker-style Mecha?

While we do not have giant, Robotech- or Battletech-style walking robots, Furscape's theme DOES allow for powered exoskeletons. Power loaders, and heavy construction or cargo-loading exoframes such as those seen in the movie Aliens or the manga/movie Appleseed are considered themely (as of May 17, 2004), within the other theme and rules of the MUCK (no artificial gravity, anti-gravity flight systems, neural interface controls, etc…).

Movement Options

Mecha set up as class-zero spacecraft (think 'shuttles' or 'light fighters') may be set up as capable of launching into space.

Mecha set up as terrestrial vehicles or anthropomorphic exoframes may not be set up or described as spaceflight-capable. Additionally, unlike regular vehicles, exoframes are not designed to travel long distances (most have a two-hour endurance limit for continuous ground travel), and are usually transported to their place of use by large specialized vehicles.

The Book of Armaments

Mecha created as class-zero spacecraft may be equipped with armor, weapons, and other LITE modules, limited only by four free module slots that all class-zero spacecraft have (see Spaceship Upgrades for details).

Mecha created as terrestrial vehicles or exoframes may be equipped with armor, and scaled-up small arms or man-portable light anti tank armament (availability of military-grade armor, heavy weapons, appropriate ammo, and fire-control/targeting systems is at the discretion of Roleplay Staff). They may NOT be equipped with spaceship-class LITE weapons, and while the '@mecha-approve' process may automatically install armor and engines, these are to be ignored for the purposes of roleplay.

If described as armored, protection for non-military terrestrial vehicles and exoframes will be granted for man-portable small arms and shrapnel from nearby explosions. Rounds fired at an armored exoframe by anti-materiel or light anti-tank weapons are likely to penetrate, and depending on point of aim, may wound/kill the occupant.

Controls and Other Safety Considerations

Civilian-grade exoframes designed for use in populated areas must have an 'emergency stop' kill switch described somewhere on the exterior, usually located on the back, which effectively immobilizes the mecha when activated.

Pie!Devik Sez: “A word on controls from an IC perspective. Walking units are typically controlled via arm and leg inputs similar to the GE Walking Truck (Google it!), though with more modernized electronics and computer controls. Direct neural control of these vehicles is ungainly, inaccurate, and cumbersome, far more so than traditional control inputs. I suggest not trying to argue this point with me.”

As always, use common sense. If you have it, chances are better than average that the local constabulary will have it, too. All disputes are subject to staff mediation.

Ok, I've Read the Rules, and Still Want One!

If you're still with us, this is how you build a functioning mecha object:

Create the room that will be your Mecha's cockpit

Dig the cockpit room

@dig <cockpit name> = $lite/parent/mecha

( @teleport into your new cockpit room before you continue! )

Describe the cockpit room

lsedit here = desc

  • 1st line of your description
  • 2nd line of your description
  • 3rd line of your description
  • 4th line of your description
  • 5th line of your description, etc, etc…

(keep adding lines as needed)

.end

Set the description of this room to display the list that was just created

@set here = _/de:{list:desc,this}

Optional: Set a password to prevent unauthorized users from starting up your mecha

@set here = .Powerkey : <password to start mecha>

Double-check your work

look

Building the Mecha's Body

Create the object that will be your Mecha. For an easy start, just copy and paste the lines shown below, substituting the name of your mecha object in place of <mecha name>.

Create a new object, to be the Mecha unit

@create <mecha name>

Lock the Mecha against being picked up or stolen

@lock <mecha name> = me&!me

Activate the ability to make the Mecha see Color

@set <mecha name> = Q

Store a series of descriptive lines of text on the Mecha

lsedit <mecha name>=desc

  • 1st line of your description
  • 2nd line of your description
  • 3rd line of your description
  • 4th line of your description
  • 5th line of your description, etc…

(keep adding lines as needed)

.end

Set the description of this room to display the list that was just created

@set <mecha name> = _/de:{list:desc,this}

Deactivate the Viewprefix, which is used only by larger ships

@set <mecha name> = _vprefs/Viewprefix:Suppress

Set messages on the Mecha

@set <mecha name> = _vprefs/Powerup:<your powerup message>

@set <mecha name> = _vprefs/Powerdown:<your powerdown message>

Place the Mecha Object from inventory into the cockpit (for approval purposes)

drop <mecha name>

Double-check your work

look <mecha name>

PHASE 3: PROFIT!!!

You are done! Contact a staffer to @mecha-approve your unit, same as with the ship creation guide.

You can also set up other actions inside your mecha's interior, such as comm systems; for mecha built as class-zero spacecraft, you can also add cargo transfer commands, etc… just as you would a full-sized ship.

Mecha Operation

Mecha are OOCly unlike full-sized spacecraft in that once powered up, some commands are issued in the first person, as if you were performing actions instead of the mecha object. So, for instance, instead of using the 'viewscreen' command or 'scan' command, you simply 'look' or 'look <at object>'. Instead of using 'vehiclepose', you simply 'emote' to describe what you're doing. To communicate with others outside the mecha, you simply use the same 'say' command you would normally use to talk to another player.

The mecha code was written to reflect a single occupant, so if you're trying to be sneaky and have brought others into the mecha cockpit with you, they will see your speech and your emotes as if they were speaking and posing, and you will see their speech and emotes as if you were saying or emoting, which may lead to some confusion. The only real way to keep this from happening is to have other players stay outside the cockpit.

Mecha set up as class-zero ships can use some LITE commands and other MUF-related functions, such as battle maneuvers, weapons control, damage control, communications, etc. It will take some experimenting to learn exactly which commands can be used when the mecha is powered up or shut down.

So, to reiterate, these are some commands you can use with your mecha, right out of the box (remember, don't type the single quote marks, brackets or < > marks, unless you want them as part of a say or emote):

  • 'mecha on [optional keyword]' activates your mecha, and shifts your point of view from your player object to the mecha object.
  • 'mecha off' deactivates your mecha, and shifts your point of view back to your player object.
  • 'look' or 'l' lets you see the MUCK room in which your mecha is located.
  • 'look <object>' or 'l <object>' lets you see the description of whatever <object> you are trying to examine.
  • 'emote <pose>' or ':<pose>' will make your mecha pose whatever text entered in place of <pose> Everyone in the same room as your mecha will see it.
  • 'say <words>' or '“<words>' will make your mecha speak to everyone in the MUCK room in which it is located.
class-zero_ship_mecha_construction.txt · Last modified: 2012/01/15 08:48 by devik