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Jade_Rook

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Feb 23, 2018
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Hey modders! I have an idea for a mod which adds some basic functionality to additional crits, but I don't know if the components will work. I want to add engine, gyro, arm actuators, and leg actuators. Here is what I would like them to do:

Engine: 2 shielding components providing 10 cooling each. This should be easy with what we have, just need to reduce the default cooling on all mechs.
Gyro: Locks one stability bar when crit, same as losing a leg and stacking with leg loss. I don't know if this is possible. Possible workaround would be to modify max stability.
Arm actuators: Give a 1 pt accuracy bonus to all weapons in the arm for both upper and lower actuators. I don't know if this is possible.
Hand actuators giving bonus melee damage or melee accuracy would be easy.
Leg actuators: I would like one or two actuators in the legs which reduce speed when crit. Possibly a stability penalty. I am thinking of have an upper leg actuator which gives +10% walk and sprint speed, but reducing the base speeds so there is no actual change (until the actuator is destroyed). I don't know if this is possible.
Lower leg actuator could give +20 max stability, which should be easy to include.

I have no plans to include shoulders, hips, full engine destruction, or full gyro destruction. All equipment would use the same fixed gear rules that the hatchet, Raven's Ewar great, and the Cyclops's command console use. No removing them, can be repaired (but take extra time and money to do so). Some extra crit sources would be opened up in locations to compensate for additional crits. Arms with full actuators would get a 2 pt accuracy bonus, but would have less space available (unless someone has a better idea for how the arms would work).

Thoughts? Is it even possible to give accuracy bonuses to a single location? To link a stability bar to equipment? To have equipment which modifies speed?
 
Why don't you use MechEngineer? It has all you mentioned and much more.
Two reasons: First, I didn't know what to go look for. Thank you for reminding me about MechEngineer! :)
Second, I don't actually want the much more part. If I can build a mod using parts of someone else's I will, but I want this to be a fairly simple expansion of existing mechanics. I would rather undershoot what I want than overdo it.

Third: I don't think it does everything I want. At least, I can't tell from looking at the files. It might do stuff, but not in the way I want to do them? Further testing required!
Thank you for the help!
 
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One possible problem is that the UI is designed for a specific number of crit slots, and expanding that could get messy. That's something where you should definitely take a look at what MechEngineer does and how it was done.