Friday, May 18, 2012

Anatomy of a Mech


Anatomy of a Battlemech

Ever thought about what makes up a battlemech? Sure, lots of the books and the tabletop game goes in to some significant details as to the inner workings of a battlemech. I mean, most of you that read this Blog already have some understanding of how a mech “works”, the different types of frames, various engine upgrades, and fusion reactors.

Some of the books go into great depths to describe the motors and gyros used for upper torso “twists” and arm and leg movements. Others describe with plenty of details the cockpit of a few of the machines.

This is the part I really want to dig into because this game we play (and will possibly play [MWOnline]) is really based on the pilot's point of view. You, as the pilot, decide what chassis to use, what engine (speed) to choose, what armour to install, the electronics you think you might need, jump jets or not and lastly, what weapons you need for the current “mission” [map].

Each pilot has their own requirements as well as favourites. I have seen some players [pilots] from the past take a light mech and do a damn fine job, but put them in a heavy or assault and they were sitting ducks lasting only minutes in a multiplayer game. I have seen the reverse too. I have seen some players that take the same mech with the same loadout map after map.

It's no secret to any of you that read this Blog that Ol' Vettie's mech of choice is the Victor. That being said, I don’t use it on every map or mission because I like to try different mechs for different maps to see how I can do in them. If you count the same loadouts with different armour types, then at one time I had over 70 Victor Variants. I had one for every map with every type of “radar” situation for every enemy team that we were going to face (knowing their trends on how they “fought” on various maps). Yeah, I know, pretty fanatical for a game, huh? I literally could use a Victor on any map (weight limits allowing), but I choose to use others. Seems I have strayed from the theme of this post, I will try to reroute and get back on track.

As the pilot of a battlemech, you must decide what you need your mech to do. In the books (and to some degree in the table top game) this is “covered” by the use of a neuro-helmet. This is the connection between the battlemech and the pilot. This device is what makes a battlemech come alive. In a sense, the battlemech because a huge, armoured version of the pilot. The mech mimics your movement, your reflexes (with some limitations) and your ability (with some limitations). I say with limits because the mech is a machine and the weapons have to recharge or reload altho the pilot often wants to keep firing and the battlemech build up lots of heat simply by moving around, or jumping and when you add the heat from the weapons, well we have all been there, shut down imminent. A person or pilot might physically be able to continue on and suffer later where as the mech can only take so much before it shuts if self down, or explodes. Each pilot is able to manage this ability in their own way.

The cockpit of a battlemech consists a few things that are common with all battlemechs. Each one has a heads up display the gives us the radar screen, a speed indicator, a heat indicator, a coolant reserve measurement showing you how much coolant you have left, your weapons list, grouping, amount of ammo left (unless a beam weapon), your current armour levels and that of a selected enemy (if any) and a compass that works kinda funny (its based on your location relative to the direction your heading, not a true north kinda thing, so if a team mate tells you via chat or comms that he has a contact at 280, it might not be 280 to you). I the books, there are throttle controls and a “joystick” and some (maybe most or all) have foot controls (pedals).

Our cockpits have most of those things, but you see it on a screen in front of you (I am guessing) and you may or may not have a joystick and separate throttle (or even a combined). I used to use a joystick all the time. I tried many different ones and enjoyed them all (some lasting longer than others). Then I thought back to the MW2 days. I used to use only a keyboard. Not even a mouse. I know at least one pilot who still plays that way. I guess if I practiced enough, I could go back to just using the keyboard or the keyboard mouse combo, but instead I use a nostromo N52 and a good wired gaming mouse. The nostromo is programmable enough to set up every keyboard combo (that I can think of) that I ever use in the game and some I have programmed just in case. I am sure those of you out thee that use joysticks or keyboard and mouse combo have set up some type of setting that is easy or natural felling for you to use, And that is the point isnt it? I mean, you dont want to think about what button to push or what trigger to squeeze to make your mech do whatever action you are trying to perform, you just want it to happen (think neuro-helmet). The more natural the movement the faster your reflexes are to make that action happen. The key is act without thinking equals quicker / faster mech response.

Now your cockpit may be small and compact or it may be very large. Same with the mechs we drive, some have more pilot room than others and it doesnt always mean the bigger the mech the bigger the cockpit. Mine is a 5 by 3.5 old dining room table with a very nice leather (hi-back) office chair that swivels and rolls. Beside my table is the cpu box while on top is the screen, keyboard mouse, nostromo and speakers with a sound control unit. Underneath the table is a sub-woofer that will knock you down if turned up more than ¼ of wide open. This is my cockpit. It doubles as a computer work station and stereo system as well as an interface for my guitars (for recording and editing and eventually erasing cause it I cant play very good yet).

This is the key. A good, usable space, that is not only very comfortable but very workable. This is my 'neuro-helmet' and interface to whatever battlemech I choose to use. What about you? Feel free to describe your cockpit and interface.

You see, this is the REAL anatomy of a battlemech, its you. Your creation, your action(s), your decisions, your loadouts, your choice(s), make up the anatomy and make it work. See you on the battlefield.