Attack Modes :
1. 2. 3. 4. 5. 6. 7. 8.
Attack Mode Buttons
9. 10. 11. 12. 13. 14. 15. 16. 17.
1. Lock Target
Your battle computers needs to lock a target before you can fire or
charge ( run into the same hex ).
Duration of this action is affected by the computer quality and the
jocks electronic warfare skill.
After this time the jock can choose between all visible enemy titans.
This is done by either :
a) Left clicking on a hex on the map.
A small popup window will appear, showing the hex info.
If you close this window at this point by clicking into the area
displaying the hex you will lock the HEX !
If you want to lock a titan, you have to select it by cycling through
all available titans with the small arrows at the left and right
border of the popup window. If you are satisfied you close the window
when it does display the titan of your choice.
To close you click in the square area in the popup window which does
display the selected titan. This would be the green bordered area in
the image above.
Note that the border color can also be red if the titan is not in
range of your weapons.
b) Right clicking on a hex on the map
If no enemy titan is present on the hex you will automatically select
to lock the HEX.
If ony one enemy titans is in the selected hex you will automatically
select the titan.
If more than one titans are in the hex a popup window as in a) will
appear and you have to choose as above.
Locked titans are displayed with a small white/black hex boundary
on the map.
Locked hexes are displayed with a small blue/red hex boundary.
By selecting HEX a jock can fire on dense woods with missile racks to
reduce them to light woods.
It is also possible to set fire to woods with energy weapons. These hexes
will produce heat and obscure vision.
With Auto Cannons 12 and 20 you can set smoke screens if you have
locked a hex which will also obscure vision.
2. Fire Weapon
When pressing this button the jock can choose which weapon to fire on
a locked target or hex. This action may be delayed if the jock fails his
reaction attribute skill check.
If the target titan is not valid (not in arc-of-fire or out of range)
the action is wasted.
If the target titan is valid the jock can choose between his weapon systems.
These are displayed in a popup window. The window can be closed with a
click on the 'BACK' field or on the OK button and be moved with
drag & drop (right mouse button).
The targets name is displayed red if its already disabled or yellow
if crippled.
The scan status is displayed color coded in displaying
"LOCK ON TITAN :" either lightgreen, green or yellow.
Weapons valid for firing are displayed green together with their
remaining ammo and 'to hit' probability.
Weapons which are out of range are displayed red whereas reloading
weapons are displayed white.
If a titan is in the same hex as his opponent he can use his arms/legs
for punches and kicks if he remains stationary during the attack.
Attention !
If a cannons or energy weapons 'to hit' chance does exceed 75% a small
cross hair is turned green at the left border of the popup window.
The jock now is capable of called hits with the applicable weapon.
Clicking on the green cross hair with the left button does open a
location selection screen where you can go for the targets body part.
After selection click again an the crosshair and you can fire at the
location with the valid weapons at a reduced to hit probability.
Above you see a titan which has some destroyed location.
These are the right arm, torso and leg. Don't waste shots on these
areas.
The left torso and left legs armor are already reduced to zero, these
locations are very vulnerable to called hits.
3. Toggle Shield
With this button a shield can be toggled on/off. Shields give protection
from energy weapons. If hit they do negate damage but do feedback the
damage as heat to the protected titan. Shields can overload and shut
down for some time.
Shield protect fully against heat generated by burning forest and
half against damage AND heat from exploding titans !
Shields do produce heat and consume power by just being switched on.
4. Toggle E.C.M
With this button the electronic counter measure device can be toggled
on/off. This does give some protection against guided missiles and hampers
enemies active scan on the protected titan.
E.C.M devices consume on power unit just being enabled.
5. Toggle Scanner
With this button the passive scanner can be toggled on/off. Scanners do
allow to gather information on the enemy and use one power unit.
6. Scan target active
Depending on the scanner quality and the jocks scanner skill it will
take some time to activly scan a locked target.
It is possible to get informations about the targets armor and general
status.
Furthermore informations about interior systems and weapons can be
obtained.
There are 3 pages of information which can be switched by clicking the
arrows at the lower border of the popup window.
Accuracy depends on the jocks skill and the scanner quality and can be
determined by the color of the small scan icon at the lower right of
the popup window :
Red : Failed scan, very inaccurate or no data.
Yellow : Normal success.
Green : Critical success, very accurate data.
Active scan with normal success :
Critical success does give information on the enemies heat status
( small heat icon at the lower right ) and the jocks race.
If the scan was successful the battle computer will give small
offensive and defensive modifiers against that specific target.
7. Link Scanner
You can link a titans scanner with a team member to see what he
can see.
The team member must be in line of sight and ready to be linked to.
Each titan can only handle a limited number of links, this number is
displayed in the status window.
Both must have their scanners ready. The link can be lost by chance or
when special events do happen.
A link allows indirect fire on otherwise unseen targets and/or missile
fire at a better range ( counted from link to target rather then from
launcher to target ).
You can not activly scan targets you can only detect due to a scanner
link.
8. Launch Flare
Eject small heat generating projectiles which slowly drift to the ground.
These do nicely protect against guided missiles but slightly hamper
the computers targeting system. Flares only protect one titan and will
become obsolete when he moves to a different hex.
9. Repair System
Press this button if you have a damage control system ( D.C.S )and any
damage level between light and heavy on some systems. It will take time
depending on the jocks repair skill and the D.C.S.
There is no guaranteed success.
10. Swivel Left
Move the torso one hexside to the left. This will change your arc of
fire. Movement is still performed in the old direction. A titan can only
deviate one hexside from his center position so the torso is either left,
right or center positioned.
11. Swivel Right
See above, move torso to the right.
12. Eject Jock
This will eject your jock from his titan. He might get hurt during this
action but he can't be killed afterwards. Use this as a last chance to
save a valuable jock from a crippled titan. Note that ejecting into
burning forests or hexes which are crowded by enemy titans can be
pretty dangerous.
This offers a selection of triggers which will set the attack mode to be
triggered again only under special circumstances.
These are :
On Call : Wait till attack is called manually from the move mode
or after 1000 secs.
On Time : Set a time between 1 and 999 seconds.
On Units : Wait on movement of a specific unit or on appareance of new
titans ( select between friend or foe as trigger ).
On Heat : Wait until your titan has reduced heat to a certain heat level.
On Recycle : Wait until certain weapons or other devices have recyled
and are again ready for operation.
[On Repair : Wait until repair period is finished.]
[On Attack : Wait until attack mode is valid.]
On Move : Wait until move mode is valid.
Modes in brackets [ ] are disabled in attack mode. They are only valid
for Wait on XXX in move mode.
Make good use of these waits to speed up game (don't check your weapon
reload status every second if you can use wait on recycle) and improve
your strategy (check wait on unit [new foe] to be ready as soon as a
new enemy titan is detected).
14. Call Move
Calls move mode. This cancels the current move mode and allows you to set
a new mode.
Note: If your move takes 25 secs, and you Call Move in second 24 of your
move sequence, that move sequence is cancelled and void.
Displays an overall map of the combat arena. Close it by pressing the
button again.
Bring up a popup window which displays 7 pages of valuable
informations.
You can switch pages by clicking on the lower arrow keys on the
window and close it by clicking OK on the window or by pressing the
button again.
a) General Data
Besides obvious data there are some informations which might need an
explanation.
BMT :
The base movement time of the titan. This is the time a titan needs
to cover the distance of one hex in walk mode over normal terrain.
JMT :
The Jump Movement Time. Its the time for a Jump Forward (see below)
regardless of terrain.
JUMP TIME :
This is the status of the jump ports (xxx/yyy).
xxx are the seconds left for jumping, yyy is the maximum jump time
before the titan must recycle. The jump ports are automatically reloaded
at a slow rate (1 unit/3 sec) when the titan is grounded.
CLIMB :
The maximum height difference a titan can cover between two adjacent
hexes (walk forward move mode).
The rate is worse for run (-5m), dodge (-10m) and walk backward
(-15m) move modes.
SPEED :
The actual speed in kilometers per hour.
SCAN HEIGHT :
The sum of titan height, terrain and scanner bonus.
This is the height from which Line of Sight for the titan is calculated.
LOCK ON :
A target lock is displayed here. The name is marked with ">Name<" if it
was scan activly with normal success and with ">>Name<<" if scanned with
critical success.
LINKED TO :
If you have linked your scanner to a team member, he is displayed here.
LINKED BY :
If team members have established a link to you, the number is displayed
as well as the maximum number you can handle.
SCAN, E.C.M, SHIELD :
The three possible status for these three devices are displayed as enabled,
disabled or not available (N/A).
HEAT :
Your current heat and the decrease/increase calculated the last second.
POWER :
Your available/maximum energy units calculated the last second.
b) Armor Data
This is an important display which shows the external armor (left
column) and the internal structure (right column) together with
actuators [A] and the gyro system [G].
When the external armor is gone, damage is applied to the internal
structure.
When the internal structure is reduced to zero the respective body part is
disabled or ripped off (head,arms or legs).
The actuators/gyros letter [A,G] is displayed in a colour representing
its damage level :
light green : ok
yellow : light damage
lightred : medium damage
red : heavy damage
black : destroyed
The leg actuators are displayed from left to right : hip, knee, foot
The arm actuators are displayed from left to right : elbow, hand
The left and right torso include the shoulder actuators and the lower
torso the swivel actuator.
c) Weapon Damage/Reload Data
Here are your weapons with their respective damage and recycle status.
Recycle of projectile weapons is in seconds whereas recycle of energy
weapons is in power units (PU) and discussed in later in this file.
d) Weapon Range/Ammunition/Location Data
Again the weapons with their ammunition, maximum ranges and location.
Ranges are dislayed yellow if no target was locked, green if
the target is in weapon maximum range or red otherwise.
Energy weapons which do need no ammunition are displayed N/A in the
ammo column.
Abreviations for the locations are :
HD
| Head
|
CT
| Center Torso
|
LT
| Left Torso
|
RT
| Right Torso
|
CBT
| Center Back Torso
|
LOT
| Lower Torso
|
LA
| Left Arm
|
RA
| Right Arm
|
LL
| Left Leg
|
RL
| Right Leg
|
e) Systems Data
Here is the display for the internal systems status with their damage
level coded in colours as described above. Offensive and defensive
devices (shield/flares/computer) are displayed together with their
to hit modifiers.
f) Jocks General Data
Here the jock is listed with his attributes, rank and hit points.
A jock who lost half of his hit points is considered wounded, with
only 1/4 left he is considered seriously wounded and with 0 hit points
he is considered seriously dead :-).
The jocks name is displayed in different colours, dependant on special
effects.
white : Jock ok
yellow : Jock is dizzy (he receives negative skill modifier)
lightred : Jock is bleeding (jocks looses hp for some time)
red : Jock is unconscious
black : Jock is dead
The total experience points are displayed as well as the accumulated
experience points for this in the categories
combat skills ( CS ), move skills ( MS ) and other skills ( OS ).
These will be automatically converted to development points after
battle.
The jocks kills and total battles fought are shown here also.
g) Jocks Skill Data
All skills are listed here. The two move skills which are not needed
for the current titan are displayed red.
The color coding from red to green just gives a quick hint on his
strength/weaknesses.
Press this button to exit the battle module.
hbs@ks.informatik.uni-kiel.de
Last modified: Fri Mar 17 14:47:43 MET 2000