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class-zero_ship_mecha_construction

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Manual on the construction of Mecha

Mecha are single-occupant vehicle types like mini-submarines, ground vehicles (hover, tracked or wheeled), atmospheric aircraft (jets) or very small spacecraft (fighters and shuttles), or exoframes (see below).

Mecha, or class-zero ships, 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 use regularly. The MUCK code was written to reflect a single occupant, so if you're sneaky and have brought others into the mecha cockpit, they will see your speech and your emotes as if they were speaking and posing, which may lead to some confusion.

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.

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, 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 the module slots available here.

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}

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 phrase <mecha name> for the real name of your Mecha unit.

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 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.

class-zero_ship_mecha_construction.1309048772.txt.gz · Last modified: 2011/06/26 00:39 by hagalaz