Rusted Warfare - RTS

Rusted Warfare - RTS

Commander Tech
 This topic has been pinned, so it's probably important
Glaive  [developer] 16 Nov, 2023 @ 4:16pm
HOW TO PLAY COMMANDER TECH
========== HOW TO PLAY COMMANDER TECH ==========
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== START UP ==

-At the beginning of the match, the player must first choose their faction. Select the flashing landing zone unit and choose from the available factions. Each faction has different advantages, disadvantages, and exclusive access to some unique units. Please note that some factions are not yet complete, and need more units to fill out their roster.

-Once you have selected your faction, you must place down your dropship somewhere within the landing zone range.

-Once placed, select the dropship and select one of the three starting presets. Alternatively, you can select a custom set of starting mechs. Note that you will always get 2 Carbine Construction mechs at the start, but if you select more than 3 battle mechs, then one or both of the Carbines will be placed in dropship storage and must be unpacked before you can use them (this process takes 45 seconds per Carbine). This is to depict the fact that the dropship only has 5 mechbays within it. Also note that exclusively Clan Snow Raven is able to select an additional 2 Aerospace Fighters to accompany their starting mechs, though to do so means taking smaller or fewer starting mechs.

-Once you mech selection is complete, any starting BV (battle value) resource you had left will be turned into Ke (Kerensky), the main currency of the mod.


== BASE BUILDING AND ECONOMY ==

-To build you first base, you must first build a mine on a resource point, and then a refinery next to it. The mine will produce ore, which must be carried to the refinery to turn it into metal. You can assign Carbines, and later Flatbed Trucks, to buildings by placing close enough to a building, or onto a loading ramp of the building (note that this system is not finalized and can be a bit buggy, I plan to rework it in the next major update). Once assigned, Carbines/Trucks will seek out resources from the nearest source building and take them back to their assigned building.

-Note that you can reclaim the neutral, derelict buildings if they are in the way! You also gain a small amount of KE from each reclaimed building.

-Be mindful of building placement, as resource hauler units will prioritize the nearest source of the resources they need.

-It is recommended 1 hauler per mine, 3 haulers per upgraded mine. Recommended 1 hauler taking metal per refinery, 2-3 haulers taking metal per upgraded refinery.

-Note that the number can vary based off of how far apart your buildings are. Closely placed buildings tend to result in resource stockpiles being drained more quickly by fewer builders.

-Also it is useful to note that Carbines pick up and drop off resources more quickly due to their Life Hoist, but move more slowly than Flatbed Trucks, making them more suited for short routes, and trucks for longer routes.

-Once you have your mine and refinery going, you can build Infantry or Vehicle factories. Both factories can build Flatbed trucks. Flatbed trucks only cost 10 tons of metals, so it is fairly quick to get as many as you need!

-To build advanced factories, you must first build an Adv Materials Facility. It can be placed anywhere, but note that advanced factories must be placed within its radius (shown by the range circle when placing the Adv Mats Facility), so you don't want it too far from refineries if you can help it.

-Finally, you can upgrade your dropship to allow for the purchase of mechs. This is an expensive way to get new mechs, but gives you access to some exclusive mechs that you otherwise can't build in your factories. This feature is a work-in-progress, and I plan to expand on it quite a bit, with better effects and more features.

-Remember to build up your base defenses! More advanced turrets must be placed next to Turret Power Generators.

-You can build walls to stop incoming direct fire, and CM/EW Towers can be used to intercept incoming LRMs and mask nearby units from enemy radar.


== COMBAT - THE OPPOSITION ==

-Be careful commander, there are pirates in the area! You must contend with them, along with the enemy Clan commanders!

-Resource points outside of your spawn area will need to be freed from the pirate occupation before you can safely use them. Pirates don't usually have large units when spread thin, but will often have heavy and assault tanks lurking within tighter clusters of resource points.

-You must scout these pirate camps carefully, as they will often have units hidden within the derelict buildings. You can reveal these units before they attack by moving a unit equipped with an Active Prove (AP) close enough to them. Note that if the hidden unit as ECM equipped, you will still not be able to reveal them! (The Hidden Unit and spotting system is functional, but still work-in-progress. Any feedback is welcome!).

-Be aware that pirates will sometimes have their own artillery units. If you run into a pirate unit with a TAG laser (a thin red laser), you could very possibly get bombarded by nearby pirate camps, so keep your units moving!


== COMBAT - WEAPONS, EQUIPMENT, & ABILITIES ==

-There are a great many different weapons fielded by the units within this mod. Check the unit descriptions for rough range brackets of each weapon type.

-All mechs can move across water, but at a reduced speed

-Mechs with Jump Jets (orange JJ icon), are able to move across cliffs. Jump jets can also be triggered manually. Jumping mechs are harder to hit and move faster, but also have a harder time hitting things.

-Units with Active Probe (orange AP icon) have slightly increased vision through fog and can detect hidden units.

-Units with ECM (blue ECM icon) are invisible to radar towers, and if hidden (in the case of pirates) can not be detected by AP. ECM units can also not be spotted by enemy NARC beacons.

-TAG lasers (red TAG icon) and NARC beacon launchers (dark orange NARC icon) are used for spotting targets for artillery (Long Tom turrets). They also increase accuracy of LRMs fired at the target. Note that TAG is also capable of spotting for units with Arrow IV missiles.

-Units with Anti-missile systems (green AMS icon) are able to reduce the number of incoming LRM missiles, effectively reduces LRM damage against them. Units with 3x AMS are nearly invulnerable to LRM attacks.

-All Infantry units are hidden from enemy radar, making them useful for accompanying stealth ECM units in an attack.

-You can refit Omnimechs (denoted with yellow names) at Omni Refit Bays if you need a different set of weapons for the current situation!