> For the complete documentation index, see [llms.txt](https://titan-force.gitbook.io/titan-force-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://titan-force.gitbook.io/titan-force-docs/home/game-design-doc-g.d.d/start/specs/technical/post-launch/modular-mech-customization.md).

# Modular Mech Customization

**Titan Force’s modular mech system** is a cornerstone of its gameplay, offering unparalleled depth and flexibility. Drawing inspiration from both table top mech builders and modern digital customization suites, the system allows players to assemble Titans from a vast array of interchangeable parts.\
\
**Customization Layers**

* **Chassis Selection:** Choose from light, medium, or heavy frames, each with unique stats (speed, Armor, power capacity).
* **Weapon Hardpoints:** Equip primary and secondary weapons ranging from ballistic cannons and railguns to energy blades and missile pods. Hardpoints are modular, supporting both ranged and melee loadouts.
* **Armor & Plating:** Swap out Armor modules for increased defence, stealth, or elemental resistance. Some&#x20;

  &#x20;sets offer set bonuses or unique abilities.
* **Mobility Systems:** Select from bipedal legs, tracked systems, jump jets, or flight modules. Each affects movement, evasion, and traversal.
* **Utility Modules:** Install support systems such as shield generators, repair drones, sensor suites, or hacking tools.
* **Cockpit Customization:** Personalize the cockpit interface, HUD layout, and environmental feedback (e.g., haptic alerts, warning lights).

<details>

<summary>Diagrams</summary>

<div><figure><img src="/files/BJizYqlRiaRhZJ1V2lS5" alt=""><figcaption></figcaption></figure> <figure><img src="/files/ImygbXyQd3NXM9pflpUG" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Z0i9tGeTaifJDdOqAD6p" alt=""><figcaption></figcaption></figure></div>

<div><figure><img src="/files/Y46QsL4ueiLdYCN55RLU" alt=""><figcaption></figcaption></figure> <figure><img src="/files/anECGUw7i7sq4Bcte6qN" alt=""><figcaption></figcaption></figure> <figure><img src="/files/iHffHlyGtNj9wIJ8LfVr" alt=""><figcaption></figcaption></figure></div>

</details>

**Customization Table**

|          |                                   |                                      |
| -------- | --------------------------------- | ------------------------------------ |
| Chassis  | Light, Medium, Heavy              | Speed vs. Armor vs. Power            |
| Weapons  | Railgun, Minigun, Sword, Missiles | Damage type, range, ammo, cooldown   |
| Armor    | Reactive, Stealth, Elemental      | Defense, detection, resistances      |
| Mobility | Legs, Tracks, Jump Jets, Flight   | Movement speed, terrain traversal    |
| Utility  | Shields, Drones, Sensors, Hacking | Support abilities, detection, repair |
| Cockpit  | HUD, Alerts, Controls             | Immersion, situational awareness     |
|          |                                   |                                      |
|          |                                   |                                      |

Absolutely — let’s build a **balanced speed-to-weight system** for Titan Force that feels intuitive, supports gameplay variety, and gives each chassis type a distinct role.

***

#### Speed-to-Weight Balancing Framework

We’ll define three chassis weight classes and assign base speed values using a **scalable formula** that allows for upgrades, modifiers, and faction tuning.

**Weight Classes**

| Chassis Type | Weight Range (Units) | Role Focus       |
| ------------ | -------------------- | ---------------- |
| Light        | 20–40                | Speed, agility   |
| Medium       | 41–70                | Balanced utility |
| Heavy        | 71–100               | Armor, firepower |

***

#### Speed Calculation Formula

<details>

<summary>Charts</summary>

<div><figure><img src="/files/phGSMSIeZFd9Luk55llh" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/y7y3BOf7rdueKTDJWMJN" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/pONJYw0iKGJnY7QrMsSm" alt="" width="375"><figcaption></figcaption></figure></div>

</details>

Let’s use a **nonlinear inverse curve** to reflect diminishing returns as weight increases:

![](/files/7rSQzQIetDIzWG0flD6E)

Where:

* ( K ) is a tuning constant (e.g. 120)
* Weight is the total chassis weight (including armor, weapons, etc.)

<figure><img src="/files/IDOfCa5lb94PN6BBRkdg" alt=""><figcaption></figcaption></figure>

**Example Speeds**

***

#### &#x20;Gameplay Modifiers

You can layer in modifiers for:

* **Mobility modules** (e.g. jump jets add +3 speed)
* **Terrain type** (e.g. swamp reduces speed by 20%)
* **Faction traits** (e.g. Devoted get +10% speed with elemental armor)

***

#### Optional Variant: Tiered Speed Bands

If you prefer simplicity over formulas, use fixed bands:

| Weight Range | Speed Tier | Speed Value |
| ------------ | ---------- | ----------- |
| 20–40        | Fast       | 22          |
| 41–70        | Normal     | 16          |
| 71–100       | Slow       | 12          |

Players can save and swap loadouts, experiment with synergies, and adapt their Titan to mission requirements or personal playstyle. The modular system also supports cosmetic customization, allowing for unique paint schemes, decals, and cockpit decorations.![](https://images.gitbook.com/__img/dpr=2,width=760,onerror=redirect,format=auto,signature=1959421905/https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252Fe1fMiJhTR8oFQ0gK2U8A%252Fuploads%252FtECENNqT4ecrdA6s5YKs%252Fimage.png%3Falt%3Dmedia%26token%3D37047cd4-303c-42d5-8445-a4c2148623b6)
