Attack Modes :


1. 2. 3. 4. 5. 6. 7. 8. Attack Buttons 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.

13. Wait on XXX

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.

15. Show Map

Displays an overall map of the combat arena. Close it by pressing the button again.

16. Show Status

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.

17. Exit Game

Press this button to exit the battle module.

hbs@ks.informatik.uni-kiel.de
Last modified: Fri Mar 17 14:47:43 MET 2000