Difference between revisions of "Getting Started"
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[[File:Hangar.JPG|right|300px|thumb|This hangar consist of a number of training units, including plenty of Meks, tanks, infantry, and aero. One army exists as well, which is legal for a tutorial-ground operation.]] | [[File:Hangar.JPG|right|300px|thumb|This hangar consist of a number of training units, including plenty of Meks, tanks, infantry, and aero. One army exists as well, which is legal for a tutorial-ground operation.]] | ||
− | Before a new player can head to war, at least one legal army must exist in his/her hangar to initiate a battle. By pressing the "Create Army" button in the Hangar tab, a new empty army is created. Various [[Units]] can be dragged into and out of the army. [[Army | + | Before a new player can head to war, at least one legal army must exist in his/her hangar to initiate a battle. By pressing the "Create Army" button in the Hangar tab, a new empty army is created. Various [[Units]] can be dragged into and out of the army. [[Army Construction]] has strict yet easy-to-follow rules for each and every battle. Further, each [[Operations|Operation]] has specific army and unit restrictions, whether by weight, MP, or BV. Check the operation carefully to see what is needed to be eligible for a given operation. A player can also right click an army and select "Check Access" to be given a list of operations that that army is legal for. |
== Battle == | == Battle == | ||
To start there are not many actions available to new players due to the lack of experience points. To earn necessary experience and in general learn the ropes of Battletech, MegaMek and MekWars, new players must [[Battling|Battle]]. Usually an attacker would have a choice between [[Operations]] depending on the army | To start there are not many actions available to new players due to the lack of experience points. To earn necessary experience and in general learn the ropes of Battletech, MegaMek and MekWars, new players must [[Battling|Battle]]. Usually an attacker would have a choice between [[Operations]] depending on the army |
Revision as of 12:08, 11 February 2017
The following guide looks to help new players as a place to start, walking through a few important concepts, getting into a battle and other important aspects to start with.
Solaris Training Company
After logging in and registering following the Installation procedure, new players are assigned into the Solaris Training Company and given a hangar of random training units. The Solaris Training Company exists as a separate faction for new players to learn the ropes with no risk to their faction (other players/team mates) or to their own self.
The hangar full of units are temporary training units that cannot be destroyed permanently in battle. The new player starts with a limited number of Resources which will remain with the new player after they leave the training faction, unlike the units within the player's hangar.
To leave the Solaris Training Company, a player must earn 100 experience. After which point he/she will be able to declare for a faction.
Preparing for Battle
Before a new player can head to war, at least one legal army must exist in his/her hangar to initiate a battle. By pressing the "Create Army" button in the Hangar tab, a new empty army is created. Various Units can be dragged into and out of the army. Army Construction has strict yet easy-to-follow rules for each and every battle. Further, each Operation has specific army and unit restrictions, whether by weight, MP, or BV. Check the operation carefully to see what is needed to be eligible for a given operation. A player can also right click an army and select "Check Access" to be given a list of operations that that army is legal for.
Battle
To start there are not many actions available to new players due to the lack of experience points. To earn necessary experience and in general learn the ropes of Battletech, MegaMek and MekWars, new players must Battle. Usually an attacker would have a choice between Operations depending on the army