User:Bellimora Resident
MCM Staff | |
Bellimora | |
Other Aliases | none |
---|---|
SL Name | Bellimora.Resident |
Position | Moderator, Scripter, Artist, Wiki-Editor |
Bellimora is a member of Team JIGSAW and a part of MCM staff.
B
Bring forth the Bellimora, the bright, bold, brash, boastful, benevolent, bunny of things bouncy, and certainly not baleful, brusque, blighted, or beligerant in any state of being, but certainly a being of bountiful words beginning in B.
Beligerant Affairs
Don't worry about shooting me if you see me in the combat zone. I'm there for a brawl and I'm not a sore looser. However, if you get very cheesy with your mech-gear, I will have no recourse but to get cheesy back in your face. Likely with a Trickster. In fact if you have a history of it and you ask me to fight, I'm likely going to go straight for the Trickster or the Harlequin.
Big Mechs
The Conscript holds a special place in my heart as the first thing I purchased. I had to modify it into a facemelter though through the acquisition of some advanced autocannons. I am however the most proficient with the Trickster and Harlequin.
Build Priority
Here's my current project list highest priority first:
Missile Rework
This thing has a lot of sub-projects. I don't like how the LRMs behave. Ender doesn't like it. Nobody likes it. Also our clusters and seekers do not really behave like missiles and are lag bombs in the worst sense. I want those things be spammable without bringing the sim to a screeching halt.
The core of the change is a new missile engine. I can set missile handling. I can set missile top speed. By setting those two variables and the damage and splash radius and other goodies that go into a projectile I give these new missiles a lot more configurability. The highest speed I can assign a missile under this system is 30m/s. There's no way I can break this limit without moving to another system.
Currently I'm using the these Settings:
-Clusters: Good handling, Mediocre speed (15m/s)
-Seekers: Mediocre Handling, Best Speed (30m/s)
-LRM: Mediocre Handling, Best Speed (30m/s)
-Blitz SRM: Good handling, Best Speed (30m/s)
Clusters Replacement
Currently replaced the monger clusters, omnimount clusters, and gigas clusters. The Ant clusters are next on the chopping block and then I'll have replaced all the major cluster missiles
LRM Rework
Currently I have the base Omnimount LRMs rebuilt it's still in the testing phase. Found a few interesting tricks for handling under steering I was having with missiles, will get worked into next gen seekers and it's already worked into my blitz SRMs.
Once I finish that the Hwacha and trebuchet will be next on the chopping block. The trebuchet at least should be easy. Other mechs will be attacked as needed. In all honesty I look forward to playing with a Hwacha with updated missiles.
Blitz SRMs
This came from a bit of a thought experiment when I was toying with a new locking system and a real short range seeking missile and something mentioned to me about single shot short range missile systems like the Streak SRM from battletech. The result was the Blitz SRM system. It uses an invisible beam to acquire lock and fire missiles instantly, but only if there's a lock. It's a real narrow beam so you got to be accurate to get that initial lock, but once you get it, you'll unload some high speed high accuracy missiles.
Ammo/Health Pod rework
Started as a project to make the ammo pods less spammy and make it a little harder to reload on the fly. These new ammo pods wait 5 seconds after someone gets in range and then attempt to reload that person once. No repeat reload attempts. These things also drop from above and can get caught on geometry above them. So deploying in tunnels would be a no go with this.
Laser Rework
Nash made a wonderful new raycast laser system. If we get these lasers crammed into other mechs it will cut down on lag. One mech firing full salvos isn't so bad. When you have ALL THE MECHS doing it several times over it adds up. Our lasers are physics enabled rings. This is the sort of stuff griefers use to overload the physics in other sims. Our raycasted lasers have all physics disabled on them. The only server strain is the multiple raycasts we throw out to give our beam a width. As soon as we get an update system going I'm going to start splicing this into our omnimounts at least. That will cut down a lot of the problem right off the bat.
New Trooper
The I've a partially complete trooper that uses micro-mesh avatars. Core thing that kept this from being released is Rivet and I want to make more weapons for it so you can choose.
Pathfinder Bot
I had worked out a pathfinding bot with a rudimentary AI. It needs to be reworked to use less memory before I can hope to deploy it.