Difference between revisions of "Developer Blog"

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= BTA Developer Blog #4: Abiding Quirkiness =
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= BTA Developer Blog #5: Artillery and You, A Primer =
  
Welcome back to the BTA Developer Blog series, where I take a look and explain various topics for your entertainment and education. Today, we're talking a look at how BTA handles mech quirks.
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Artillery has long been a weird component of BTA. [[Weapons#Artillery|Artillery weapons]] (here meaning the major five artillery pieces, the Thumper/Sniper/LongTom/ArrowIV/CruiseMissile50) don't really behave like anything else in BTA. They are large indirect fire single target weapons that have substantial AoE damage. There's other weapons in BTA that do some of those things but nothing else does all of them. Because of this, they have a variety of special rules such as target drift that show up nowhere else in BTA. In a recent patch ([[Patch v11.2 - 2021/9/26|11.2]]), we addressed the subject of target drift (which is where the artillery shot drifts off-target on a miss, landing somewhere else instead of right at the target's feet like it had up to that point) and, to put it mildly, we received some complaints and justly so. The new drift numbers we used were too wide and led to player concerns about the use of artillery going forward. This prompted the team to have a variety of conversations interally about artillery and its intended role in BTA which in turn led to some large changes in how artillery behaves and what it is meant to do in BTA. I want to address those changes and the philosophy behind them here, since they may be unintuitive to folks.
  
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So, before this patch (this blog post was posted for [[Patch v11.3 - 2021/10/8|patch v11.3]] of BTA, released in October 2021), artillery was largely about the primary damage that a direct strike with the shell produced. So, to use the Sniper as an example, it did the most relevant damage if you landed it directly onto the target, with the AoE largely being lower damage and less relevant. This encouraged play based around focusing fire and abusing Called Shots to do surgical strikes with artillery pieces. While this is a fine play pattern, it is also a play pattern shared by almost every large damage weapon in BTA such as the Autocannons, PPCs, Large Lasers, Thunderbolts (which are even indirect capable!) and other weapons besides. Because artillery has other things it is capable of and in order to encourage a different play pattern, the BTA Team decided to heavily adjust how artillery's damage is distributed.
  
So, we should answer the question: what is a [[Mech Quirks|mech quirk]]? Simply put, mech quirks are fixed components on mechs that provide some kind of passive benefit out of the box. An example would be the [[Champion|Champion's]] Easy to Pilot quirk, which is a fixed gyro that gives the Champion extra movement speed. Quirks as a concept feature in most large mods for HBS BT, BattleTech Extended, BTA, and RogueTech all have quirk systems, each with differences. We'll take a brief look at how BEX and RT do it, and then we'll look at how BTA does it and why they're different.
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Now, by default, the artillery pieces (ignoring the CruiseMissile50, which needed no changes) are heavily balanced towards the AoE damage they can deal. Their primary weapon damage has been reduced across the board but the AoE damage (of every type: standard, heat, and stability) and AoE radius have been increased significantly (by up to 50+% in some cases). These changes are also heavily ammunition dependent. Standard ammo, High-Explosive or HE ammo, has the above AoE focus. However, for those who want to still have the high-single-target gameplay pattern with artillery, Shaped Charge ammunition exists for the three tube artillery pieces that has zero AoE of any kind but does 250% direct target damage, which in all cases increases the weapons direct target damage *above* where it was before these changes were implemented. Now, the artillery ammos have more clear definition between them. The intended play pattern of new artillery is to encourage area saturation effects. Increased AoE damage and radius allows for even misses (which have had their drift reduced somewhat) to ensure damage on enemy formations. Yes, it is imprecise damage, but it is still effective damage.  
  
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To place some numbers on this for an example, the Thumper (the smallest artillery piece), has had its direct target damage (assuming HE ammo) reduced to 25 damage. However, the AoE damage has been increased from 40 to 55 and the radius expanded from 100m to 125m. Additionally, it now deals AoE stability damage and heat damage to all targets, though in low amounts. The intent is to encourage players to bring several Thumpers and combine them into a sustained area barrage, using the overlapping AoE radii to grind down large masses of enemeis at once. However, if desired, the Thumper can also change to Shaped Charge ammunition, which loses all AoE effect but changes the base damage from 25 to 62.5, making it an extremely long-range indirect capable direct target weapon. And these numbers are on the smallest and least effective of the artillery pieces. The Long Tom's changes, for example, increased its AoE radius to 325m and its damage to 135, making it the equivalent of an AC/20 firing HEAP ammo at *everything in 10 hexes*. Imagine, if you will, bringing two of those to a fight. The results are foregone and horrifying for the OpFor.
  
In BEX, quirks are handled programmatically, using a dll system named MechQuirks. Quirks are defined using a merged chassisdef file that says "mech has X quirk" and then the dll handles the effect. Quirks are not gear, they are effects. This is an important distinction, since in BTA/RT, quirks are gear. This approach has advantages: quirks don't take space on the mech, meaning that's more space for guns and heat sinks and ammo. It also has disadvantages: if you want to make a new quirk, you need to rebuild the dll with the code for the new quirk. It's not easily flexible but it can allow for things that gear can't do easily, such as maintenance times for mechs (which gear can't really replicate easily).
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I and the BTA Team know that these changes will not be for everyone and some people will be upset about artillery's role changing so drastically. To those individuals, I can only ask that you try it before you condemn it and us for making the change. We made this change because we believe that artillery behaving in this way will open a new combat tactic that beforehand was only minorly viable due to the lower AoE radius and damage. Now, massed artillery pieces will be able to completely saturate targets in a unique method of gameplay that we believe will be both fun and interesting. Give it a try, you might find you enjoy the new playstyle. Thanks for reading and for sticking with us in BTA, even through the weird times like the last couple of patches (11.2-11.3).
 
 
 
 
In RT, quirks are gear like they are in BTA, but they're handled differently. In RT, mechs have a quirk "slot" that the quirk sits in. This contrasts to BTA where quirks take up specific slots on mechs such as the cockpit or gyro. The advantages and disadvantages of the quirk being gear are the same in both RT and BTA but the slot usage is the defining difference.
 
 
 
 
 
As I assume most readers know, the quirks in BTA are pieces of gear that take fixed slots on the mech. Unlike BEX, we rely on gear, and unlike RT, we place the quirks in various places on the mech instead of a dedicated slot. Why does BTA do it this way? Several reasons. BTA doesn't use a dll system like BEX because I disliked the inflexibility of it. As we have it now, if I want a new kind of quirk, I can make it in 5 minutes by just defining a new status effect on a piece of gear, bam, done, easy. Using BEX's system of doing it with a dll, I'd have to have a team member code me the new effect, rebuild the dll for me, then I'd have to create a merge for the mech in question that applies the effect. This does mean that BTA is limited from certain effects such as cheaper/faster maintenance times/costs since gear can't replicate that, but I accepted this as a price for the speed and flexibility that a gear-based system allows. Note that this isn't a slur on BEX's system, it's quite powerful after all and permits some unique stuff that gear can't do, I just felt it wasn't what I wanted for BTA.
 
 
 
 
 
The larger question is: why doesn't BTA do it like RT, with a dedicated quirk slot? When I was implementing quirks for BTA the first time, I considered doing a quirk slot somehow (the method at the time was a little trickier than it would be now). However, I decided against it. The purpose of quirks is to differentiate chassis from each other, to make it so that a Champion and a Dragon felt different despite their surface similarities (both fast Inner Sphere [[:Category:60 Ton Mechs|60 tonners]]). They differentiated by quirk. Under RT's system, all the core components of the Champion and Dragon could be swapped out, gyros and cockpits and engines and whatnot, all changeable. This means that, although the quirks are different, you could make them virtually identical beyond hardpoints. This seemed insufficiently distinguished to me. With BTA's system, because the Champion's quirk takes the gyro and the Dragon's takes a life support slot, you can't make the two mechs the same: you can't change the Champion's gyro but you can change the Dragon's. I like this, it means that chassis are slightly more distinct. One of the downsides of using MechEngineer for a fully customizable mechbay is that ME allows a dedicated player to make similar mechs (say, two 60 tonners) to look extremely similar except for hardpoints and their model. I like mechs being meaningfully distinct and fixed gear is a great way of creating that feeling, so BTA's quirks serve that purpose (same with structure being fixed on all chassis in BTA).
 
 
 
 
 
Is BTA's model a perfect system? No, not really. Having quirks take up highly desirable slots such as the gyro or cockpit has led to some complaints historically. However, I believe it is the best option for the end goal I want BTA's mechs to have: distinction between each other. Next time that you get a mech with a quirk in an awkward place, maybe remember this conversation and consider the upsides: that mech is unique, even if it's not perfectly optimized, and uniqueness brings replayability. That's the goal all along: making the game more playable time and again.
 
  
 
= Previous Developer Blogs =
 
= Previous Developer Blogs =
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[[BTA Developers Blog 4: Abiding Quirkiness|BTA Developers Blog #4: Abiding Quirkiness - 2021/6/11]]
 
[[BTA Developers Blog 4: Abiding Quirkiness|BTA Developers Blog #4: Abiding Quirkiness - 2021/6/11]]
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[[BTA Developers Blog 5: Artillery and You, A Primer|BTA Developers Blog #5: Artillery and You, A Primer - 2021/10/8]]
  
 
[[Category:Dev Blogs]]
 
[[Category:Dev Blogs]]

Revision as of 18:49, 8 October 2021

BTA Developer Blog #5: Artillery and You, A Primer

Artillery has long been a weird component of BTA. Artillery weapons (here meaning the major five artillery pieces, the Thumper/Sniper/LongTom/ArrowIV/CruiseMissile50) don't really behave like anything else in BTA. They are large indirect fire single target weapons that have substantial AoE damage. There's other weapons in BTA that do some of those things but nothing else does all of them. Because of this, they have a variety of special rules such as target drift that show up nowhere else in BTA. In a recent patch (11.2), we addressed the subject of target drift (which is where the artillery shot drifts off-target on a miss, landing somewhere else instead of right at the target's feet like it had up to that point) and, to put it mildly, we received some complaints and justly so. The new drift numbers we used were too wide and led to player concerns about the use of artillery going forward. This prompted the team to have a variety of conversations interally about artillery and its intended role in BTA which in turn led to some large changes in how artillery behaves and what it is meant to do in BTA. I want to address those changes and the philosophy behind them here, since they may be unintuitive to folks.

So, before this patch (this blog post was posted for patch v11.3 of BTA, released in October 2021), artillery was largely about the primary damage that a direct strike with the shell produced. So, to use the Sniper as an example, it did the most relevant damage if you landed it directly onto the target, with the AoE largely being lower damage and less relevant. This encouraged play based around focusing fire and abusing Called Shots to do surgical strikes with artillery pieces. While this is a fine play pattern, it is also a play pattern shared by almost every large damage weapon in BTA such as the Autocannons, PPCs, Large Lasers, Thunderbolts (which are even indirect capable!) and other weapons besides. Because artillery has other things it is capable of and in order to encourage a different play pattern, the BTA Team decided to heavily adjust how artillery's damage is distributed.

Now, by default, the artillery pieces (ignoring the CruiseMissile50, which needed no changes) are heavily balanced towards the AoE damage they can deal. Their primary weapon damage has been reduced across the board but the AoE damage (of every type: standard, heat, and stability) and AoE radius have been increased significantly (by up to 50+% in some cases). These changes are also heavily ammunition dependent. Standard ammo, High-Explosive or HE ammo, has the above AoE focus. However, for those who want to still have the high-single-target gameplay pattern with artillery, Shaped Charge ammunition exists for the three tube artillery pieces that has zero AoE of any kind but does 250% direct target damage, which in all cases increases the weapons direct target damage *above* where it was before these changes were implemented. Now, the artillery ammos have more clear definition between them. The intended play pattern of new artillery is to encourage area saturation effects. Increased AoE damage and radius allows for even misses (which have had their drift reduced somewhat) to ensure damage on enemy formations. Yes, it is imprecise damage, but it is still effective damage.

To place some numbers on this for an example, the Thumper (the smallest artillery piece), has had its direct target damage (assuming HE ammo) reduced to 25 damage. However, the AoE damage has been increased from 40 to 55 and the radius expanded from 100m to 125m. Additionally, it now deals AoE stability damage and heat damage to all targets, though in low amounts. The intent is to encourage players to bring several Thumpers and combine them into a sustained area barrage, using the overlapping AoE radii to grind down large masses of enemeis at once. However, if desired, the Thumper can also change to Shaped Charge ammunition, which loses all AoE effect but changes the base damage from 25 to 62.5, making it an extremely long-range indirect capable direct target weapon. And these numbers are on the smallest and least effective of the artillery pieces. The Long Tom's changes, for example, increased its AoE radius to 325m and its damage to 135, making it the equivalent of an AC/20 firing HEAP ammo at *everything in 10 hexes*. Imagine, if you will, bringing two of those to a fight. The results are foregone and horrifying for the OpFor.

I and the BTA Team know that these changes will not be for everyone and some people will be upset about artillery's role changing so drastically. To those individuals, I can only ask that you try it before you condemn it and us for making the change. We made this change because we believe that artillery behaving in this way will open a new combat tactic that beforehand was only minorly viable due to the lower AoE radius and damage. Now, massed artillery pieces will be able to completely saturate targets in a unique method of gameplay that we believe will be both fun and interesting. Give it a try, you might find you enjoy the new playstyle. Thanks for reading and for sticking with us in BTA, even through the weird times like the last couple of patches (11.2-11.3).

Previous Developer Blogs

BTA Developer Blog #1: BTA's Core Philosophy - 2021/5/18

BTA Developer Blog #2: BTA and the Clans - 2021/5/24

BTA Developer Blog #3: Tanks For All The Fish - 2021/5/31

BTA Developers Blog #4: Abiding Quirkiness - 2021/6/11

BTA Developers Blog #5: Artillery and You, A Primer - 2021/10/8