(Edited: Revised)
Anyway, the idea sort of sparked up when Lord Leperman and I were talking about tactics in ACV. When we were talking about knowing specs in scan mode, headset for the operator, and all that shit in regards to quick thinking during battles, it suddenly crossed my mind to talk about my personalized format for my own ACs in relation to implementing this to improve quick-thinking skillz in battle. (was sort of rp'ing while making my own format when i got too hyped prior to the multiplayer demo's launch)
Rick then thought of proposing to standardize the format to be utilized for sharing/trading our blueprints to another team member. Yeah, for sharing/trading, so you can just switch the name if you're going to give the blueprints to us, whatever. Better if you use it during combat as well, for the sake of your teammates being aware of your AC's capabilities in general. Not to mention the operators can easily reassign your roles and slave you around when a difficult situation arises, but I don't want to impose.
Hahah, I feel sort of embarrassed to share this (which i wasnt on planning anyway). Regardless, here's the format in question:
Anyway, the idea sort of sparked up when Lord Leperman and I were talking about tactics in ACV. When we were talking about knowing specs in scan mode, headset for the operator, and all that shit in regards to quick thinking during battles, it suddenly crossed my mind to talk about my personalized format for my own ACs in relation to implementing this to improve quick-thinking skillz in battle. (was sort of rp'ing while making my own format when i got too hyped prior to the multiplayer demo's launch)
Rick then thought of proposing to standardize the format to be utilized for sharing/trading our blueprints to another team member. Yeah, for sharing/trading, so you can just switch the name if you're going to give the blueprints to us, whatever. Better if you use it during combat as well, for the sake of your teammates being aware of your AC's capabilities in general. Not to mention the operators can easily reassign your roles and slave you around when a difficult situation arises, but I don't want to impose.
Hahah, I feel sort of embarrassed to share this (which i wasnt on planning anyway). Regardless, here's the format in question:
Quote:Section I: NAME FORMAT
1A. Total Max Characters in Name Allotment: 16
- Characters needed for unit role name: 1-2 characters (Uniform) / *pick one from II, 2B.
- SLASH: 1 character (Uniform)
- Min-Max characters for unit name: 4-6 characters / *more details in section II, 2A.
- DASH SYMBOL: 1 character (Uniform)
- Characters needed for chassis attributes: 6 characters; 1 space & slash already included; 1 preceeding space and a slash is placed between the two attributes in 2Cc.
2A. Sample Names (colored in gray)
-----C/GRFSA1-KP L/H
-----K/GRFSA2-KP M/H
-----G/GRFSA3-BA M/H
-----X/GRFSA3-SP M/H
-----X/GRFSA3-SA M/H
-----S/MGSLV0-CA X/Q
-----A/OBSRK1-TB H/C
-----G/ORKST1-HE H/H
-----G/SCHTN1-BA M/H
-----J/VCHAA1-KE L/R
-----GR/ORKST2-HP H/H
-----JK/VCHAA3-KE L/R
3A. 16-Character Test:
*NOTE
The AC name allotment can only hold as much as 16 characters. Characters are represented in #s 0-9 and 10 as X; Underscores are then exclusively used for this document for an easier read (1 underscore = next character / 2 underscores = space).
-----1_2_3_4_5_6_7_8_9_X_1_2_3_4_5_6
-----S_/_G_R_F_S_A_1_-_K_P_ _M_/_H_ <--- A = Artillery / GRFSA1 = Grifs Astoni / K = Kinetic Def-based / P = (High) Boost Power / M = Mediumweight / H= Humanoid
-----K_/_G_R_F_S_A_2_-_S_A_ _L_/_H_ <--- K = Skirmisher / GRFSA1 = Grifs Astoni Mk II / S = Sloped-Superconductive Def-based / A = (High) Boost Accel / M = Mediumweight / H= Humanoid
-----G_/_S_L_I_D_S_1_-_B_P_ _H_/_H_ <--- G = Gunner / GRFSA1 = Solidus / B = Ballistic; Chobham Def-based / A = (High) Power Accel / H = Heavyweight / H= Humanoid
-----G_M_/_S_L_I_D_S_1_-_B_P_ _M_/_H <--- G = Gunner(Primary); M - Melee(Secondary) / GRFSA4 = Solidus / B = Ballistic; Chobham Def-based / A = (High) Power Accel / M = Mediumweight / H= Humanoid
-----K_C_/_S_L_I_D_S_1_-_B_P_ _M_/_H <--- K = Skirmisher(Primary); C = Close Range(Secondary) / GRFSA4 = Solidus / B = Ballistic; Chobham Def-based / A = (High) Power Accel /M = Mediumweight / H= Humanoid
-----1_2_3_4_5_6_7_8_9_X_1_2_3_4_5_6
Section II: DETAILS
2A. Unit Name:
- Unit naming is based on characteristics, animals, virtues, or a code, whatever; multi-language.
- Cut down all insignificant letters; leave consonants (and one significant vowel if possible) behind.
- Last character is numerical; a Mark number starting from 1 onwards.
2B. Unit Role: (Up to two roles can be selected; Primary role first, then secondary)
-----2Ba. A - (Artillery) Long range shooter/bombardier; CE-based weaponry.
-----2Bb. S - (Sniper) Long range shooter; KE-based weaponry.
-----2Bc. K - (Skirmisher) Harrasser and lurer; geared towards covering fire, survival, and defense.
-----2Bd. G - (Gunner) Harrasser and lurer; geared towards offense.
-----2Be. M - (Melee) CQC/Point-blank; any weapon as long as the melee weapon is its primary weapon. (not recommended)
-----2Bf. C - (Close Range) Firefights; no weapon basis.
-----2Bg. R - (Recon) Scouting; drones and any weapon.
-----2Bh. J - (Jammer) Electromagnetic sabotaging; jammers and any weapon.
-----2Bi. X - (Prototype) Unspecified and experimental in all fields.
2C. Chassis Attributes:
*NOTE
Boosters
I've included the booster type, mainly because your playstyle can vary depending on your setup, kind of like how a high-accel booster can be more suited into prolonged engagements; power boosters for guerilla tactics; low-consump for aerial sniping, etc, etc. Of course, there's still a specific unit role, but this can still tell about your how unit is suited for such engagements. So yeah, it's always best to have a good G/B/EN supply combo, lest we might put the AC in a wrong situation.
Leg Type and Weight Class
Must take advantage of leg perks and know more of your AC's general classification!
-----2Ca. PRIMARY DEF: K/C/T/S/B/H/A
---------------Kinetic
---------------Chemical
---------------Thermal
---------------Sloped-Superconductive = [K+T]
---------------Ballistic; Chobham = [K+C]
---------------Hybrid Superconductive-Composite= [C+T]
---------------All-rounded
-----2Cb. BOOSTER TYPE: A/P/E/B
---------------Accel
---------------Power
---------------Economical; Low Consumption
---------------Built-in
-----2Cc. LEG WGT CLASSIFICATION and TYPE -INSERT SPACE BETWEEN THESE TWO ATTRIBUTES :
----------2Cca. L/M/H/X
---------------Light
---------------Medium
---------------Heavy
---------------X (unclassified/unsure)
----------2Ccb. H/R/Q/C
---------------Humanoid
---------------Reverse-Jointed
---------------Quad
---------------Caterpillar
sction 3: source