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Is it possible to add self stability damage when firing missile weapons?


Daemonjax

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I'd like to add stability damage when firing missile weapons... I think that would balance them out nicely... Like, LRM 20's would do 20 stability damage to yourself. LRM 15's would do 15 stability damage, etc.

 

I'm looking at the "statusEffects" array field in the weapons json file... And I'd imagine there's a way to use it to add self stability damage, but can't find any examples in other json files that would show the way.

 

The other idea I had was with an actual mod... hook into the after attack sequence is complete function, somehow get a list of all weapons fired, check if they're missile weapons somehow, and then the specific type, and then somehow apply stability damage to the mech firing it... I imagine that's possible.

Edited by Daemonjax
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I think the best you could do is add recoil to the weapon, so it acts like the AC weapons do. You get an accuracy penalty if you fire them turn after turn. I don't understand why you're trying to add actual stability damage - far as I know it doesn't happen in the TT game, and launching missiles doesn't have near enough recoil to push a multi-ton mech off balance. Humans can fire missile launchers, even multi-missile launchers without much any kickback. The missile, unlike a bullet, does not rely on ballistics to fire, but its own propellant. Typically they are either fired in a way that their exhaust is vented out the back of the launcher, or they're propelled out of the launcher via another mechanism and then the missile fires off.

 

But, I am one of those modders that says hey, if you want it, go for it, so if you DO find out how to do this, or if someone does find a way, I'd be really interested to know!

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