The CyberDome
I'm still in the process of hypertexting this document. Until I'm done,
here's the flat ASCII version. -- Telzey
CyberDome - Entrance The CyberDome is a collosal, dome-shaped structure,
divided into several sub- arenas for different games. The entrance is
accordingly large, as vehicles are often run through here in order to supply
the various partitions. You notice a sign on the wall. A doorway opens to the
south, and a larger sliding door to one side opens up to allow passage for
larger vehicles. A similar set of doors opens up to the Mecha Arena to the
north. Obvious vehicle exits: north (Arena & Repair Centers), south (outside)
You head into the Mecha Arena.
Repair South, Mecha Arena
This is Repair Center South, a huge room lined with collosal war machines
(robot walkers, jets, helicopters, tanks ... even some submarines which
travel through a channel cutting through the chamber!) constantly tended to
by an army of workers. Video displays provide a view of the gigantic Mecha
Arena below, and a com unit allows you to listen in on the battles. A power
lift leads down to the Arena, while a large door opens to the south to the
CyberDome entrance, and a walkway leads to the north across the Arena. A
schedule on one wall indicates that a shuttle bus makes regular stops here.
On one side of the room is the Mecha Arena Note Board ("read" to read.)
Also, on one wall: "RULES -- PLEASE READ" ("look rules").
Obvious exits: south (outside), north (Repair North), down (Arena); shuttle (shuttle bus)
Contents:
Pink Excaliber MkII
Noir Prowler L1-NX
Dark Comanche AH-2001
Ebon Gelgoog-J MS-14JG
Ruby Beta Fighter
RULES
Welcome to the Mecha Arena! This has been constructed for the enjoyment of
the general Furry public -- It's for FUN, so please don't abuse it. The
following are some rules I'd like users of this setup to follow:
1) No macros. So what if you're a slow typist. Macros ruin the fun.
2) No altering of stats, props, etc. via external programs.
3) Don't leave locked objects or personal vehicles in the arena.
4) This is a public battlezone. There is no "privacy" per se here.
5) No party-crashers. Ask permission before joining in a battle in progress.
6) Don't use mecha to bother non-players.
Although this is meant for general usage, I (Greywolf) reserve the right to
lock out anyone who willfully violates these rules or otherwise abuses this
program. Claiming ignorance of these rules will not wash.
MECHA ARENA NOTE BOARD
1) Greywolf 70 weeks ago -- Welcome to the Mecha Arena!
2) Greywolf 70 weeks ago -- RULES OF CONDUCT -- PLEASE READ!!!
3) Greywolf 70 weeks ago -- Getting Started, Pt. 1
4) Greywolf 70 weeks ago -- Getting Started, Pt. 2
5) Greywolf 70 weeks ago -- Mecha Arena One-Shot Mini-Comic!
6) Greywolf 70 weeks ago -- Bug Reports and Suggestions
7) Greywolf 57 weeks ago -- Mecha Combat / Mecha Factory Design
8) Greywolf 57 weeks ago -- "New Battleground to check out!"
9) Kensan 28 weeks ago -- Player's Wanted
10) Rikal 2 days ago -- Building Mecha?
Use 'read <mesgnum>'to list a message. Use 'read <keyword>' to list
messages with a keyword. (ie. art, building, personal, recent, new, etc)
Done.
1) Greywolf 70 weeks ago -- Welcome to the Mecha Arena!
Welcome to the Mecha Arena! The purpose of this area is to provide a bit of
real-time (as much as possible) fun for multiple players in various "mecha",
including giant robot vehicles, tanks, and aircraft of various sorts. There
are a number of mecha kept both in this room and in the "Viewing Lounge" to
the north. To enter a mecha, look at it, and you will see instructions on how
to get inside, usually by typing its code number. Also, anywhere in this area
or even inside the mecha, you can type "map" to see a layout and an 'X'
indicating your current position. The "com" command can be used to
communicate with other players. "Pilots" will show a listing of what
sanctioned mecha are in this area, and who's inside. "Help" may be used
inside a mecha to get help with its particular commands. Available upon
request, via email, I can send you copies of the "Mecha Command List" file,
plus information on how to set up your own area as a battleground. Send email
to: peacock5293@iscsvax.uni.edu to request this file. Please read the rules
for conduct here, which follow this message, before playing. Also, there are
postings here meant to give a brief overview, and I will make notices about
new features as well as program bugs that I am trying to fix (and which you
should be aware of so I don't get deluged with bug reports). Plese read this
board often when you come to the Arena, as there may be new notices.
Done.
2) Greywolf 70 weeks ago -- RULES OF CONDUCT -- PLEASE READ!!!
Welcome to the Mecha Arena! This has been constructed for the enjoyment of
the general Furry public -- It's for FUN, so please don't abuse it. The
following are some rules I'd like users of this setup to follow:
1) No macros. So what if you're a slow typist. Macros ruin the fun.
2) No altering of stats, props, etc. via external programs.
3) Don't leave locked objects or personal vehicles in the arena.
4) This is a public battlezone. There is no "privacy" per se here.
5) No party-crashers. Ask permission before joining in a battle in progress.
6) Don't use mecha to bother non-players.
Although this is meant for general usage, I (Greywolf) reserve the right to
lock out anyone who willfully violates these rules or otherwise abuses this
program. Claiming ignorance of these rules will not wash.
Done.
3) Greywolf 70 weeks ago -- Getting Started, Pt. 1
Welcome to the Mecha Arena! It is designed to provide a fun competitive game
for mecha pilots, tank commanders, road warriors and flying aces of all
sorts! There is a 'help' command installed here, and inside each of the
mecha. If you type 'help' alone, it will only list those commands currently
usable where you are. Type 'help misc' for a brief overview of the Mecha
game.
For help files on Mecha Combat, send email to Greywolf at:
peacock5293@iscsvax.uni.edu. For more information on how to get started in
the game, read the following "Getting Started" series of posts.
Done.
4) Greywolf 70 weeks ago -- Getting Started, Pt. 2
If you are new to the Mecha Arena, be sure to check out the "map" command.
Typing "map" will show a map of the area and your position indicated by an
"X". The Mecha Arena is a ring-shaped structure, with the two Repair Centers
located on top of the north and south ends. If there are no mecha here, and
nobody has the game currently reserved, type "start 2", which will bring the
mecha into the North and South Repair Centers. Look at some of the mecha, and
you should see instructions on how to get in. Each mecha has a code number,
from 1-10. You type the number to get inside. Once inside, you can type
"help" for a list of options. "Start" alone will list some of the master game
commands. The "preview" command allows you to view stats on various mecha
types. The "refit" command allows you to replace your mecha with a different
mecha type of your choice. Once you have gotten situated in a mecha, and
selected your mecha type (The "Titan", number 1, is recommended for
beginners), you may "walk down" into the Arena to try fighting a few other
mecha (if you have some friends along), or else you can wander outside to the
south. Good luck!
Done.
5) Greywolf 70 weeks ago -- Mecha Arena One-Shot Mini-Comic!
To all Mecha Arena Regulars who don't have characters copyrighted by somebody else: I'm considering putting together a one-shot mini-comic just for the fun of it, dramatizing (in a tongue-in-cheek manner =) ) a battle in the Mecha Arena. If you would li
ke to have at least a cameo part in it, I could use the following information (preferably via email):
* What does your character look like? How would he/she/it look in Mecha
Combat attire? (i.e. would you be wearing a special outfit for this game?)
* What is your favorite mecha? (preferably something *not* copyrighted by
somebody else -- We can always make one up. =) For the record,
MechaGodzilla (though I might rename it), the Phoenix, VXN-128, UN1-CRN,
Comanche, Vykarin Walker, Ashtorrean Vendetta, Kanaran Thorn and
Sidewinder, plus any versions of RL craft are acceptable, plus WorgFunk's
MoFo and Uriel's NJS series.)
* What sort of tactics do you normally use in battle, and whose team would you
rather be on? =) (Oh boy, this could get ugly...)
* Are there any highlights from actual Mecha battles of particularly
interesting strategies, instances, etc. that might be worth throwing into
our hypothetical battle? =) (Okay, you can make up idealized segments,
too, not like *I'll* know the difference. =) )
As with all Greywolf projects, no warranties expressed nor implied. There's
no deadline on this, no guarantee of when I'll actually get around to doing
this. My email address (for correspondence regarding this) is:
peacock5293@iscsvax.uni.edu.
Done.
6) Greywolf 70 weeks ago -- Bug Reports and Suggestions
As I keep making changes to the Mecha code, and have many more planned yet to
come, there will inevitably be program bugs to pop up from time to time. If
you do encounter a bug, aside from relaying to me the information it says to
give me, it would be also appreciated if you would specify *what* you were
doing at the time, and where you were at. Also, reports by email (my address
is peacock5293@iscsvax.uni.edu) are more convenient (and allow for more
information to be included). As for *recommendations*, those are welcome to
some extent of course. Want a new mecha? Sure -- Just send me some rough
ideas of what you have in mind, and maybe a description for the interior,
exterior and maybe even a custom kill message, plus some Preview comments. Do
you think a particular mecha is too weak or too strong, or has some quirk that
doesn't seem to fit? Maybe a particular weapon is too effective/too
ineffective/too quirky in some way that a change would enhance playability?
Things that simply require a change in stats (i.e. changing a few numbers here
and there) are easy to fix. However, just telling me "add more battle commands
to make it more realistic" doesn't help. In fact, most people would prefer
*fewer* commands, I'm led to believe, because of all the complaints at getting
confused. If, however, you have a specific command in mind and have some idea
of how it might be interpreted, that's valid, too. I'd really like to make the
game more playable, but, please, no more requests for AI drones and robots!
AIEEEE! [Warning: No warranties expressed nor implied.]
Done.
7) Greywolf 57 weeks ago -- Mecha Combat / Mecha Factory Design
I'm in the process of writing up a new version of the Mecha code, which will
also include the new Mecha Factory to allow you to design your own. If you
would like a preview of plans I have for the new code (as well as various
brainstorms I may or may not ever get to), and/or would like to suggest ideas,
send email to me at: peacoct6503@iscsvax.uni.edu THis is my NEW email address.
If you would like to be added to my new mecha mailing list, please let me
know. The purpose of that list will be for me to distribute files that
contain the latest ideas I've been given or that I've come up with that are
under consideration ... or else questions about whether or not you think I
should do this or that or how I might handle a certain problem. If you'd like
to get involved somewhat in the design process, to give me some input, then
drop me some email sometime! Or, if you don't have an email address, leave a
note on this message board. It's not used for much of anything else anyway,
ne? =)
-Jordan
Done.
8) Greywolf 57 weeks ago -- "New Battleground to check out!"
Alfon has graciously made his rainforest area open to the public. It's not
fully sky-connected yet, and I'm working on trying to see about getting some
areas of Pounce's and Sasta's to add on to the total area of mecha-okay sites,
but that may take a while, if it goes through at all. To get to Alfon's
forest, fly to the sky above Sasta's Houseboat... ..then "fly forest". From
there, you'll have to rely on your "scan" and "radar" commands a lot to
navigate your way around the place. There aren't any @succ messages with
"obvious exits" or any maps to help you find your way.
Done.
9) Kensan 28 weeks ago -- Player's Wanted
Let it be known that There is a need for mechwarriors. Sign up for the bell
now! Don't wait for us to find you!
Done.
10) Rikal 2 days ago -- Building Mecha?
A previous message from about a year ago spoke tantalizingly of new Factory
code that would make design and construction of mecha possible for all users.
As a vehicle freak and violence addict, I was intrigued... so my question is,
did this code ever materialize? And if so, how does one actually git down and
build that dream mech? Thank you in advance....
Done.
Repair Center and Viewing Lounge North
Mecha in various states of repair line the walls, tended to by an army of
maintenance crew workers. Over to one side, a portion of the room has been
sectioned off on a raised platform as a comfortable lounge, where observers
(and downed mech pilots) can observe the action on the display, and even
communicate with combatants over the com unit. A lift in the center provides
access down to the arena, while a large walkway provides access to Repair
Center South. Near one wall is the Mecha Game Bell ("look bell" for info).
Obvious exits: south (Repair South), down (Arena).
Contents:
Grey Stormdragon Hybrid
Aqua Vykarin Walker
Neon Scout Car
Iron MechaGodzilla
Blue Battlemaster
MECHA GAME BELL
This is the Mecha Warrior Game Bell. If you ring this bell (ring bell),
every registered Mecha Warrior online will hear it. This is set up so that
if you wish to hold a game, you can summon any interested players.
To add your name to the list of players, type "bell add". To remove your
name from this list, type "bell delete". To see a listing of players, type
"bell list".
If you are on this list, if you are set Haven, or set "bell/ok?:no", you will
not hear any ringing of this bell.
Please do not abuse this bell. It is meant for players to call up other
players for a game. Using this for goofing off, harassment or as part of
"roleplaying" will not be tolerated, and will be reported to the Wizards.
List of names:
Greywolf Carmine Cyberskunk Prask Nightshadow
Jon-Ra Shivala Edward Stevie Prof_Azland
Slipstream Salena Molly_Devil Justin_Wolf Ehlana
Jack Kala_Tanaia Verin Tyrel Fringe
Mytu Mithrais Richard Glyder Talieson
Lactria Teddy Line W0LF Fenthe
Darking Ocelot Turmoil Marionette Billiam
Simon Johnny One Thunder Blaidd
Higgins Soma Tenebre Celcius Grizzly
Darynn Fireball Senneron Kyhra Snowcat
Leveller Arzon Grim Sanne Iilylandrie
Motley Wildstar Thom Beyla Mikhail
Storm-Wolf Fuzzybumps Mr'rell Heidi BJ_Bunny
Wolruf Turt Ferret Crusader European
Haplo Cuddly Mynx Neutrino Rakh_Maston
Ranger Ghostkat Totoro Vhold Bertie
taslan Tiger Pilot Kensan Lujack
Llewellyn Roy Gen Aember JackRabbitson
Bluesman Fitzroy Sandokan Darkdragoon Bean
Forth Carn silvara Konnor Tarquin
Shadowhawk Berem Synthesis Thraxx Rikal
Ditte Jaws Jessorin Minerva Ursus
Asylum Firestar Kane
{done.}
CYBERDOME: MECHA ARENA MAP
Upper Lower
---------------------------------------------
NW N NE
.---. .---..-^-..---.
| X | | == == |
`-|-' `-|-'`---'`-|-'
| .-|-. .-|-.
| W | | | | E
| `-|-' `-|-'
.-|-. .-|-..-^-..-|-.
| | | == == |
`-|-' `---'`---'`---'
.-|-. (outside to entrance)
LOCAL AREA COMMANDS
Command Description
------- -----------
Shuttle Ride shuttle to Club Aero
Read Mecha Arena Bulletin Board
Help Help for Mecha Combat game
Fill Format "Fill {item} with {material}" or "Empty {item}"
Steal Format "steal {item} from {player}". Steal #help for help.
Open Format "Open {exit}". Also, "Close {exit}".
Dig Format "Dig {where} with {what}".
Look Look #help for building help.
Knock Format "Knock {direction}". Exit must be set "K".
ABOUT THE GAME
In this game, you are able to pilot a Mecha or Tank (or possibly some
other type of vehicle) with different attack and defense capabilities
depending upon its type. Once you are inside a mecha, you can type
'preview' for a listing of mecha to choose from, and use the 'refit'
command to select one. (Note: This can only be done in one of the
repair centers, and this feature is locked out once a game has
started. Whoever has the game reserved can type 'start 5' to start
the refitting/reselection phase again.) Different mecha will have
different bonuses/penalties on attack and defense, different speeds,
different commands which they can use, and different armaments.
When you type 'help' inside a mecha, it will list all the commands
available currently. (i.e. different mecha may have a different help
screen.)
See also: 'help game', 'help combat', 'help features', or 'help {command}'
Each mecha has a certain number of structural points that indicate
how much damage it can take before it is disabled. Most attacks do
1 point of structural attacks, though certain ones, such as mines,
kicks (in some cases), ram attacks, bites, cannons and the
Armageddon Maneuver may do 2 or more points. For every action you
take, your mecha may be prevented from taking further action (or at
least, using the same one) for a certain number of seconds depending
on the action. Also, actions you take will affect your chances of
being hit by opponents or your chances of hitting them in return.
For example, using 'evade' will make it harder for other mecha to hit
you, but your next attack will be severely penalized.
Note: For ranged attacks that require you to specify your target, you
can specify 'enemy' (or 'ene') instead, which will pick the first
non-team target in the room. 'any' can be used, which will pick the
first target, friend or foe.
Some mecha have special features that are not activated by commands.
* Stealth -- A 'stealth' mecha will not show up on Displays, except
for a local 'display {dir}' look. Also 'stealth' mecha are able to
'sneak' into an adjacent room without the standard action messages
notifying mecha in neighboring areas. They're also more resistant
to IR rockets and Jammers.
* Flight -- A 'flying' mecha is able to use certain exits that are
assumed to be 'sky' exits -- i.e., a place where one cannot walk or
drive. One does not hit mines when flying, incidentally.
* Blades -- Mecha with 'power blades' have the same attack modes
as other mecha, but it is assumed that the opponent cannot block
such attacks unless it also has such a blade. If the target is
not fast enough, or is immobilized from moving, a hit is almost
guaranteed with such attacks.
INSIDE A MECH
You climb into the Noir Prowler L1-NX Control Chair.
Noir Prowler L1-NX Control Chair
The pilot's control chair is suspended in a large swivelling mechanism, and is
surrounded by a holo-projector giving an unnerving sensation of floating out
in the open, even when encased inside the well-armored confines of the giant
feline robot vehicle.
You can see the Repair South, Mecha Arena from here.
COMMANDS
-- Commands for Noir Prowler L1-NX ---
re*adout di*splay com tr*ansform map wa*lk cr*eep
ju*mp mpose
gr*ab pr*otect pa*rry ev*ade aim at*tack hi*t
ki*ck bi*te ra*m
fi*re bl*ast sr ir lr bb mi*ssile
si*dewinderch*aff fl*are de*fuse la*y
radar scan
pilots refit preview start module
For info on a particular command, type: 'help {command}'.
Type 'help misc' for general game information.
READOUT
Re*adout {#Team} -- Gives your status. If a team game is being played
Re*adout #Team will list your teammates and give your team score.
In the Readout, your 'Structural Rating' indicates how many hits
you can take before you are disabled.
DISPLAY
Di*splay {direction} -- Typed alone, shows positions of other mecha.
Will not show 'stealth' mecha. If combined with a direction, allows
you to 'scan' in a particular direction. (This latter usage *will*
show any 'stealth' mecha.) 'display o' will show your location
Com {text} -- Broadcasts messages to other mecha. For more details,
type 'com #help'.
TRANSFORM
Tr*ansform {mode#} -- Allows switching between different modes for
transformable mecha. Type 'transform' alone to see a listing of
what modes are available for your mecha. Different modes will
allow different methods of movement or combat.
Transform modes available:
1) Beastmecha; 2) Starfighter
WALK or DRIVE
Wa*lk (or Dr*ive, for tanks) {direction} -- move in a direction.
Can only be used for vehicle-ok exits.
CREEP
Cr*eep {direction} -- As Walk/Drive, but used for cautiously
hitting a mine.
JUMP or JJ (Jump Jets)
Ju*mp (or JJ) {destination} -- Use jump-jets to launch to another
location. Depending on the mecha type, a different recovery time
is required before they can be used again. If you jump into a
mined area, you will only take 1 point of damage as opposed to the
normal 2. Type 'jump' alone to see what destinations are possible
from the current location.
To use the jump jets, you must type a destination code name.
Jump destinations possible will vary depending upon your
current location. Destinations available here include --
d (down)
GRAB
Gr*ab {target} -- puts target off-balance, increasing his recovery
delay.
PROTECT
Pr*otect {target} -- Increases the defense level of the recipient,
until it is actually hit or takes any action.
PARRY, ATTACK, HIT, THRUST, KICK, and RAM
Pa*rry, At*tack, Hi*t, Th*rust; Ki*ck; Ram -- format of
{command} {target}, when target is in same room. Parry is the
least effective, doing no real damage (just putting opponent off-
balance), but not leaving you vulnerable. Attack, Hit and
Thrust all have increasing chances of success, and increasingly
leave you open to a counter-attack. Kick has only half the chance
of success as a Thrust, leaves you very vulnerable, particularly
if you miss, but will do twice the damage of any other hit. Ram
will also do the damage of a Kick, but damages your own vehicle
as well. (Also, Ram is usable by tanks.)
EVADE
Ev*ade -- Increases your chance of evading attacks, until you move or
make an attack. Your offensive capability is lowered.
AIM
Aim {target} / Aim {direction} {target} -- to get a 'lock-on'
on a target to increase your chances of a hit on the next attack.
FIRE
Fi*re {direction} {target} or Fire {target} -- Allows you to fire
at a target in the same room or an adjoining room. You have a higher
chance of hitting a target in the same room. Chaff {see 'help chaff'}
will significantly decrease your chance of a hit.
BLAST
Bl*ast {target} / Blast {dir} {target} -- Use energy weapon. Energy
weapons don't run out of 'ammo' but take longer to 'recharge' and are
more easily thwarted by chaff, even in the same room.
SR (Short-Range missile, aka SRM)
SR {target} -- Launches short-range missile at target in same room.
Has high chance of a hit.
LR (Long-Range missile, aka LRM)
LR {direction} -- Launches a long-range missile in given direction.
missile will travel in given direction for up to 20 places, and will
hit any target it is programmed to recognize. In a team game, your
targeting computer will be programmed with the names of the opposing
team. In a free-for-all, all mech names save your own will be set.
An LR missile will not hit a target in the same room as which it was
launched. You can change settings as follows:
LR #any -- clears memory, sets to target *any* viable target.
LR #clear -- clears targeting memory.
LR #add -- adds a name to targeting memory.
LR #del -- deletes a name from targeting memory.
LR #reset -- resets to opposing team for team play, or all opponents
for a free-for-all game.
Note: When the LR computer is initially set up for a game,
the object *numbers* are stored into the computer rather than
the name, so that changing of color names will not disrupt
the computer's functioning. However, when you add/delete
names, it will add/delete searchstrings. If you want to delete
from the LR targeting memory, first #clear it, then #add in all
names you want -- after that, you can #delete normally until the
memory is #reset again. For matches, use the first complete word
name. (e.g., blue, cyan, camo, dark, etc.)
BB (BuzzBomb missile)
BB {dir list} -- Fires a buzzbomb along a pre-programmed flight
path. When it reaches more than 10 steps, hits a 'wall' or reaches
the end of its programmed path, it will explode, doing 2 points
of damage to all targets in the room. Use in the format of:
'bb e e ne u e d s' -- The buzzbomb will actually move through
the exits as indicated by this flight path.
(scatter) MISSILE
Mi*ssile {direction} -- Fires a Scatter Missile into an adjacent room
automatically damaging all targets there, friend or foe. It will
also disable any mines there.
Si*dewinder {direction} {target} -- Fires a long-range IR heat-
seeking missile in direction at target. Has effect as IR rockets
(type 'help ir' for related info) but has up to 2-room range,
but is more easily thwarted by stealth technology and has a longer
delay.
IR (missile)
IR {direction} {target} -- Fires an IR heat-seeking missile at a
target in an adjacent room. Has a delayed effect, but will always
hit unless the target is in a room where a flare {see 'help flare'}
has been launched recently.
One option to 'fake out' flare-users is that you can use this command
with '#f' in it. (ir #f {direction} {target}). This will make an IR
lock-on if possible, triggering the target's warning sensors, but not
actually launch a rocket. In other words, a bluff.
CHAFF
Ch*aff -- launches chaff. Thwarts long-range shots with
ballistic or energy weapons for about 10 seconds.
FLARE
Fl*are -- Any IR rockets that enter the area in the next 10
seconds will intercept a flare instead. (Warning! Using a
flamethrower may attract an IR missile!)
DEFUSE
De*fuse -- Sweeps area for any mines and disables them.
LAY
La*y -- Drops a mine in the area. Anyone who walks into an area
with a mine takes 2 points of damage. A mined area may be safely
entered with jump jets or by 'cr*eeping' in.
RADAR
Radar -- Shows a map-out of a 5x5 grid representing rooms on the same
plane as your vehicle, as well as showing the two rooms directly up
and down. This shows any (non-stealth) objects that appear to be
vehicles, operational or not, in a repair area or not.
(visual) SCAN
Scan -- Similar to Radar and Sonar (see also), but only shows the
rooms adjoining in the compass directions and up and down. This
simulates a visual scan rather than radar, so stealth and chaff
will not affect the result, though the range is less than with
radar.
REFIT (change 'mechs)
Refit {n} -- In a Repair Center, allows you to refit or reselect your
vehicle. Type Refit alone to repair and reload. This will
be usable in certain areas, and in an arena environment only if the
person reserving the game has set option 5 (refitting allowed).
PREVIEW
Preview {n} -- Allows you to get a preview of the statistics on each
of the mecha available. Type alone for a listing.
Refit {n} -- In a Repair Center, allows you to refit or reselect your
vehicle. Type Refit alone to repair and reload. This will
be usable in certain areas, and in an arena environment only if the
person reserving the game has set option 5 (refitting allowed).
Preview {n} -- Allows you to get a preview of the statistics on each
of the mecha available. Type alone for a listing.
MODULE
Module -- Allows you to reallocate space on your vehicle for varying
weapon systems. For more information, type 'module help'.
When you select your mecha, these 'modules' will already be filled
with default weaponry, so this is simply an optional command should
you feel like changing your weapon selection.
Typing 'module' alone shows current allocations. To reassign
a new weapon to a module, use 'module {mod#}={weapon type}'
Either the name of the weapon or its code number may be used. The
weapon code #s and how many fit into each module are:
Code # Type # per Module Usage
1 shots 8 fi*re
2 flares 10 fl*are
3 chaff 10 ch*aff
4 mines 2 la*y
5 sr 6 sr
6 ir 4 ir
7 lr 1 lr
8 sidewinders 2 si*dewinder
9 scatter 5 mi*ssile
10 buzzbombs 1 bb
11 arm 1 ar*mageddon
12 jammers 3 ja*m
13 nets 2 ne*t
COLOR
Color {n} -- If the person having this game reserved has initiated option #6,
(i.e., typed 'start 6'), then you can use the 'color' command to
change the color of your mecha. Type 'color' alone for a listing of
available colors.
COM, PUB, SWITCH, and SQUELCH (communications)
Com {text} -- Broadcasts messages to other mecha. For more details,
type 'com #help'.
-- Com Help Screen --
com #help -- calls up this help screen.
com {text} -- broadcasts message.
pub {'on'/'off'} -- turns the Public speaker on/off.
switch {channel} -- turns to indicated channel.
switch {'on'/'off'} -- turns com unit on or off.
squelch {name} -- squelches out any broadcasts by person.
squelch !{name} -- un-squelches.
squelch -- lists all squelched names.
-- Standard Channels --
0 -- Default Channel
1 -- Reserved for Mecha, Team #1
2 -- Reserved for Mecha, Team #2
3 -- Reserved for Interstellar Communications
8 -- Reserved for 'Public' channel
-- Type 'switch #macro' for information on com macros.
Channel 8 is the Public channel. You can broadcast to it using the
'pub' command. Type 'com #help' for more info.
MECHA GAME START HELP
The 'start' action may be used to set up a game, if not currently
reserved. Type in format of 'start {n}', with {n} as following:
.
0 -- Remove reservation, so others can use.
1 -- Free-for-all setup. Mecha start in different locations.
2 -- Team play. Mecha are assigned to teams.
3 -- Mecha are repaired/reloaded, but not moved.
4 -- Mine sweep. Playing area is sweeped of mines.
5 -- Re-select phase. 'Refit' command may be used.
6 -- Spraypaint phase. 'Color' command may be used.
7 -- Sweep sleepers.
8 -- Bases setup. Mecha start at two different bases.
9 -- Turn off Re-select/Spraypaint phases.
-- For other game options usable by any player, type 'start more'.
-- For notes on how to run a game, type 'start game'.
These are miscellaneous player options usable with 'start' at any
time during the game, by any player. Use in format of 'start {option}'.
.
lock -- Prevents somebody else from using mech controls while you are
. still in the cockpit and piloting.
unlock -- Allows a second user to make commands as well. Used if you
. want to delegate jobs to a 'co-pilot'.
quit -- To stop being 'pilot' while you are still remaining in the
. cockpit. Will reset score to 0.
--- Starting a Game: Notes ---
So, you have a bunch of mecha jockeys, tank commanders and flying aces
ready for a battle. Now what? After everybody gets a chance to get
familiar with the basic commands, it is recommended that you use the
following options:
1) Type 'start 2'. This will bring all the mecha back to the Repair
. centers, where players can easily get to them.
2) Type 'start 5'. This allows players to freely choose what sort
. of mecha they want.
3) Type 'start 6'. This allows players to select what sort of color
. they want. This can be handy if you want to organize team games
. with easy-to-remember color patterns. For example, the Colors
. against the Monotones (blue, ruby, gold, cyan and lime against
. pale, dark, ebon, noir and grey).
4) Once everybody is loaded up and ready to go, use 'start 2' for
. a team game or 'start 1' for a free-for-all. The color- and type-
. selection phases will end immediately.
MECHA TECHNICAL READOUTS
Mecha and Tanks Available: (* = flight-capable)
--------------------------
1) Titan (good for beginners) 16) ---
2) Attack Aerodyne* 17) AT-AT Imperial Walker
3) Super Valkyrie* 18) MechaGodzilla*
4) Vykarin Walker 19) Scout Car
5) Gelgoog-J MS-14JG* 20) ---
6) Alpha Fighter* 21) Marauder
7) Beta Fighter* 22) ---
8) Stormdragon* 23) ---
9) Raidar-X 24) ---
10) --- 25) Comanche AH-2001*
11) Excaliber MkII 26) SCCASH 8-8 DX*
12) --- 27) Bonaparte MiniTank
13) --- 28) ---
14) Battlemaster 29) ---
15) Locust 30) ---
--- Type 'preview #2' for second page ---
Mecha and Tanks Available: (* = flight-capable)
--------------------------
31) ---
32) ---
33) ---
34) ---
35) ---
36) YF-23 ATF*
37) Confederate Phoenix*
38) ---
39) ---
40) ---
41) Prowler L1-NX*
--- Type 'preview' for first page ---
Preview of Titan -- 1
Name: Titan
Designer: Greywolf Industries
Capacity: 3
Structural Rating: 18
Jump Jet Recharge Time: 10
Walk/Drive Delay Factor: 4
Attack Bonus: 3
Defense Bonus: 3
Kicking Damage: 2
Flares: 12
Scatter Missiles: 8
Energy Shield
Blaster
Notes: Good armor, low selection of options; for beginners.
.
Preview of Attack Aerodyne -- 2
Name: Attack Aerodyne
Designer: EDF
Capacity: 4
Structural Rating: 8
Jump Jet Recharge Time: 5
Walk/Drive Delay Factor:
Fly Delay Factor: 1
Defense Bonus: 3
Usable Modules: 4
Flares: 10
Chaff: 10
Long-Range Missiles: 2
Flamer
Notes: Fast, maneuverable, with VTOL capability, and well-armed. Good
aircraft for beginners.
.
Preview of Valkyrie -- 3
Name: Valkyrie
Designer: UN SPACY
Capacity: 2
Structural Rating: 8
Jump Jet Recharge Time: 5
Walk/Drive Delay Factor: 3
Fly Delay Factor: 6
Kicking Damage: 2
Ammunition: 4
Flares: 10
Chaff: 10
Scatter Missiles: 2
IR Rockets: 10
Blaster
Transforming Modes: 1) Battloid; 2) Guardian; 3) Aerospace Fighter
Notes: Good general purpose mecha with good weapon selection, and capable of
switching between battloid, hybrid and aerospace modes.
.
Preview of Vykarin Walker -- 4
Name: Vykarin Walker
Designer: Teelikans, modified by the Vykarin
Capacity: 2
Structural Rating: 12
Jump Jet Recharge Time: 20
Walk/Drive Delay Factor: 4
Attack Bonus: 2
Defense Bonus: -2
Kicking Damage: 2
Usable Modules: 6
Ammunition: 5
Flares: 4
Chaff: 5
IR Rockets: 8
Flamer
Mine-Sweeping Ability
Notes: Above-average armor, good at offense, but weak at defense.
.
Preview of Gelgoog-J MS-14JG -- 5
Name: Gelgoog-J MS-14JG
Designer: (Gundam 0080)
Capacity: 1
Structural Rating: 12
Jump Jet Recharge Time: 10
Walk/Drive Delay Factor: 4
Fly Delay Factor: 3
Targeting Bonus: 4
Kicking Damage: 2
Flares: 5
Chaff: 10
Cannon Damage: 1
Cannon Recharge Time: 5
Scatter Missiles: 8
IR Rockets: 8
Flamer
Blaster
Notes:
.
Preview of Alpha Fighter -- 6
Name: Alpha Fighter
Designer: (Mospeada)
Capacity: 2
Structural Rating: 10
Jump Jet Recharge Time: 5
Walk/Drive Delay Factor: 4
Fly Delay Factor: 6
Kicking Damage: 2
Ammunition: 10
Flares: 5
Chaff: 5
Scatter Missiles: 2
IR Rockets: 5
Blaster
Transforming Modes: 1) Battloid; 2) Guardian; 3) Aerospace
Notes: All-around good transformable mecha.
.
Preview of Beta Fighter -- 7
Name: Beta Fighter
Designer: (Mospeada)
Capacity: 2
Structural Rating: 10
Jump Jet Recharge Time:
Walk/Drive Delay Factor: 5
Fly Delay Factor: 6
Defense Bonus: -2
Kicking Damage: 2
Ammunition: 8
Flares: 20
Chaff: 20
Long-Range Missiles: 6
Scatter Missiles: 20
Buzzbombs: 4
Sidewinders: 20
Blaster
Transforming Modes: 1) Battloid; 2) Guardian; 3) Aerospace
Notes: Excellent long-range capability and armaments, but with below-average
speed and melee combat ability. Transformable.
.
Preview of Stormdragon -- 8
Name: Stormdragon
Designer: Greywolf Industries
Capacity: 2
Structural Rating: 8
Jump Jet Recharge Time:
Walk/Drive Delay Factor: 2
Targeting Bonus: -2
Kicking Damage: 2
Usable Modules: 8
Ammunition: 5
Flares: 5
Chaff: 5
Cannon Damage: 1
Cannon Recharge Time: 20
Scatter Missiles: 2
Flamer
Mine-Sweeping Ability
Stealth Ability
Transforming Modes: 1) Battloid; 2) Hybrid; 3) Aerospace
Notes: Superior weapon selection and maneuverability, and transformable, but
with below-average armor and targeting.
.
Preview of Raidar-X -- 9
Name: Raidar-X
Designer: UN SPACY
Capacity: 3
Structural Rating: 6
Walk/Drive Delay Factor: 5
Attack Bonus: -8
Defense Bonus: -4
Targeting Bonus: 10
Kicking Damage: 2
Usable Modules: 4
Flares: 10
Chaff: 10
Cannon Damage: 2
Cannon Recharge Time: 5
Sidewinders: 2
Blaster
Notes: Superior aiming due to advanced targeting system, but lousy combat
ability and armor.
.
Preview of Excaliber MkII -- 11
Name: Excaliber MkII
Designer: UN SPACY
Capacity: 2
Structural Rating: 12
Walk/Drive Delay Factor: 5
Attack Bonus: -1
Defense Bonus: -1
Targeting Bonus: 2
Kicking Damage: 2
Ammunition: 10
Flares: 5
Chaff: 10
Cannon Damage: 2
Cannon Recharge Time: 8
Short-Range Missiles: 12
IR Rockets: 6
Flamer
Blaster
Notes: Above-average armor, wide weapon selection, but slightly inferior
melee combat due to clumsy arm construction.
.
Preview of Battlemaster -- 14
Name: Battlemaster
Designer: (BattleTech)
Capacity: 2
Structural Rating: 18
Walk/Drive Delay Factor: 5
Attack Bonus: 1
Targeting Bonus: 2
Kicking Damage: 2
Ammunition: 20
Flares: 10
Chaff: 15
Cannon Damage: 1
Cannon Recharge Time: 10
Long-Range Missiles: 2
Scatter Missiles: 10
Buzzbombs: 1
Sidewinders: 4
Short-Range Missiles: 10
IR Rockets: 8
Flamer
Blaster
Notes: Superior armor and weapon selections, but slow speed.
.
Preview of Locust -- 15
Name: Locust
Designer: (BattleTech)
Capacity: 2
Structural Rating: 4
Walk/Drive Delay Factor: 2
Attack Bonus: -3
Defense Bonus: 4
Kicking Damage: 1
Usable Modules: 3
Ammunition: 3
Flares: 6
Chaff: 10
Blaster
Notes: Cheap mecha, fast, but with lousy armor, melee and arsenal.
.
Preview of Imperial Walker -- 17
Name: Imperial Walker
Designer: The Empire
Capacity: 24
Structural Rating: 30
Walk/Drive Delay Factor: 6
Attack Bonus: -10
Defense Bonus: -2
Kicking Damage: 3
Usable Modules: 1
Ammunition: 10
Flares: 20
Chaff: 4
Cannon Damage: 1
Cannon Recharge Time: 2
Blaster
Mine-Sweeping Ability
Notes: Superior armor and quick recharging on cannon, but deplorable speed,
weapon selection and fighting ability.
.
Preview of MechaGodzilla -- 18
Name: MechaGodzilla
Designer: some mad scientist
Capacity: 2
Structural Rating: 16
Jump Jet Recharge Time:
Walk/Drive Delay Factor: 8
Fly Delay Factor: 10
Attack Bonus: 8
Defense Bonus: -8
Kicking Damage: 2
Usable Modules: 4
Flares: 10
Cannon Damage: 2
Cannon Recharge Time: 20
Flamer
Blaster
Mine-Sweeping Ability
Notes: Excellent offensive melee ability, but poor at defense.
.
Preview of Scout Car -- 19
Name: Scout Car
Designer: ILF
Capacity: 5
Structural Rating: 5
Walk/Drive Delay Factor: 1
Defense Bonus: 2
Usable Modules: 4
Flares: 1
Chaff: 1
Cannon Damage: 1
Cannon Recharge Time: 20
Flamer
Blaster
Mine-Sweeping Ability
Stealth Ability
Notes: Very vulnerable, but quick and quiet. Designed more for scouting (and
running) than combat.
Preview of Marauder -- 21
Name: Marauder
Designer: (BattleTech)
Capacity: 3
Structural Rating: 12
Walk/Drive Delay Factor: 4
Attack Bonus: -3
Defense Bonus: -2
Targeting Bonus: 1
Kicking Damage: 2
Ammunition: 15
Cannon Damage: 2
Cannon Recharge Time: 15
Flamer
Blaster
Notes: Above-average armor, but with inferior melee ability, lacking hands.
.
Preview of Comanche AH-2001 -- 25
Name: Comanche AH-2001
Designer: Greywolf Industries
Capacity: 2
Structural Rating: 6
Jump Jet Recharge Time: 3
Walk/Drive Delay Factor:
Fly Delay Factor: 1
Defense Bonus: 6
Targeting Bonus: 2
Usable Modules: 6
Ammunition: 5
Flares: 6
Chaff: 6
Mine-Sweeping Ability
Stealth Ability
Notes: Quick, agile, stealthy, and, unusual for aircraft, actually able to
drop mines or perform sweeps.
.
Preview of SCCASH 8-8 DX -- 26
Name: SCCASH 8-8 DX
Designer: Gal-Sec
Capacity: 2
Structural Rating: 10
Jump Jet Recharge Time: 5
Walk/Drive Delay Factor: 4
Fly Delay Factor: 4
Attack Bonus: 2
Kicking Damage: 2
Ammunition: 8
Flares: 3
Chaff: 3
Cannon Damage: 2
Cannon Recharge Time: 20
Scatter Missiles: 8
Short-Range Missiles: 4
IR Rockets: 4
Armageddon Attacks: 1
Zap Field Capability
Flamer
Blaster
Notes: Wide selection of weapon types. Special 'Armageddon' attack usable
once per game that practically annihilates everything in the area.
.
Preview of Bonaparte MiniTank -- 27
Name: Bonaparte MiniTank
Designer: Leona / Newport City Police
Capacity: 3
Structural Rating: 8
Jump Jet Recharge Time: 30
Walk/Drive Delay Factor: 1
Defense Bonus: 10
Ammunition: 20
Buzzbombs: 2
IR Rockets: 3
Flamer
Blaster
Mine-Sweeping Ability
Notes: Ridiculous evasive powers, speed, minor jumping ability, blaster.
.
Preview of YF-23 ATF -- 36
Name: YF-23 ATF
Designer: Northrop
Capacity: 2
Structural Rating: 3
Jump Jet Recharge Time: 1
Walk/Drive Delay Factor:
Fly Delay Factor: 0
Defense Bonus: 12
Targeting Bonus: 7
Usable Modules: 4
Ammunition: 10
Flares: 6
Chaff: 6
Flamer
Notes: Very agile, able to dodge enemy attacks, and with good targeting systems.
.
Preview of Confederate Phoenix -- 37
Name: Confederate Phoenix
Designer: Confederate Star Force
Capacity: 2
Structural Rating: 6
Jump Jet Recharge Time: 3
Walk/Drive Delay Factor: 2
Fly Delay Factor: 1
Attack Bonus: 2
Defense Bonus: 6
Targeting Bonus: -1
Kicking Damage: 1
Usable Modules: 4
Ammunition: 10
Flares: 3
Chaff: 6
Zap Field Capability
Energy Shield
Flamer
Blaster
Mine-Sweeping Ability
Notes: Excellent defensive and weapon selection, but low on armor.
.
Preview of Prowler L1-NX -- 41
Name: Prowler L1-NX
Designer: Greywolf Industries
Capacity: 2
Structural Rating: 14
Jump Jet Recharge Time: 7
Walk/Drive Delay Factor: 4
Attack Bonus: 7
Defense Bonus: 5
Kicking Damage: 2
Usable Modules: 1
Ammunition: 8
Flares: 6
Chaff: 6
Sidewinders: 4
Blaster
Mine-Sweeping Ability
Transforming Modes: 1) Beastmecha; 2) Starfighter
Notes: A fierce fighter in Beastmecha mode, and a formidable craft in
Starfighter mode.
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