What is Kai's WoSP project? What is WoSP an acronym for?
Kai (Marga, one of the developers of ToS) was working on a project called Warriors of Super Powers, a squad based game about super-heroes (it's mentioned in some of ToS:WS's missions in the Metaborator campaign too). It looked quite nice. Last time I heard from it, he was refactoring it to C# IIRC.
What do you think is the best number of Jocks to have in a Squad?
Starting with 3 is usually best IMO, then upgrade to 4 within a few missions. The objective is to have a full squad of 8 I'd say, as soon as economically feasible.
If opposing Titans occupy the same hex at ground level, does the direction that these Titans are facing and/or moving out of that hex have any effect on the locations of the enemy Titan that they are most likely to hit, or do they have the same chance to hit frontal locations of the enemy Titan as normal? What chance do these Titans have to hit the enemy Titan's CBT (Centre Back Torso) instead of the CT (Centre Torso)?
Facing *does* matter for the location that is hit. There are two hit location tables, front and rear hits (actually, there are also l/r side "tables", but they use the CT). The front arc is larger than the rear arc though, which is only the back hexside area.
To determine whether a Neutron Blaster hits a Titan, is a normal ToHit roll made first, or does the random number between 1 and 80 (modified by what you needed to hit, the enemy Titan's Life Support's healing value, and the enemy Jock's Constitution) determine whether a Neutron Blaster hits a Titan? Does this mean that a Neutron Blaster has just as much chance of triggering its special effect with a hit to ANY part of a Titan? It would be logical for Neutron Blaster hits to the head or cockpit to have a much higher chance (or any chance at all) of triggering their special effect.
Normal ToHit roll, then Neutron roll. The NB is a "wide beam" weapon, the location roll is irrelevant. It doesn't cause crits, so there are no cockpit hits.
Considering that a Jock's salary increases with his/her number of kills and battles, do experienced Jocks eventually become too expensive for you to be able to afford to keep them in your Squad?
Possibly. Notice that multiple kills in one battle might result in a promotion though. You can, of course, switch them to lighter titans, which have lower maintenance - and a higher chance to die Sacking them is not honorable, hehe.
(Maybe this could be improved in the 1.2.2 upgrade, Henrik?)
In the WS Tables.pdf file, in reference to Battle Computers, what is TLC an acronym for?
Target Lock Circuitry. It's a time based modifier for target acquisition. The better the BC, the faster target locking (and switching) is.
Is the latest updated Titan database in version 1.2.1 of the game? The only Titan databases that I have been able to download from this forum are the WS Titan Database (release).xls by Diogo Gomes (Iceman) which was in the tos_ws_guide.zip file, and Thorgrim's titans.txt file. Are these the latest Titan databases? Am I supposed to rename either of these files to the .xch file extension in order to be able to import the Titan designs into my game whilst in the Factory module?
The latest database version in the forums is not the one in 1.2.1. The 1.2.1 version (and release, they're the same) is a 31 titan per class db, which was later expanded to 36 (and some designs improved), but was not made official. The 36 titan database is available in the forums for download, the corresponding excel file isn't though.
The excel files are only *lists* of the designs, for reference - they're not used in the game. The databases themselves have the .tos extension (1.tos~5.tos). The .xch files are for importing/exporting designs, trade designs between players, or for backing up your databases when upgrading them or reinstalling the game or whatever. What you can do is export your custom designs in your current db, load the new database, and then import your designs to that new db.
DG/Iceman/Thorgrim are the same guy BTW
The WS Guide states that "The shield's protection against energy weapons (including the Flame Thrower) is modified by (Defensive/10), except for the Neutron Blaster and the E.M. Pulser.". Exactly how is this modifier applied to the shield's protection? Is it added to the shield's "Mod %" value to make it more likely that ToHit rolls will hit the shield?
What is the base chance that a weapon that does more than 4 points of damage (except the Flame Thrower) has to cause instability to the target Titan (before the weapon's modifier is applied)? Does the Titan location that is hit have any effect on the base chance to cause instability? If so, exactly what modifiers apply for each location that is hit?
The base chance for instability is the damage of the weapon. It is then modified by other factors.
The WS Guide states that "Combat XPs for succeeding in hitting the target with a weapon are dividied by 7/10/14 depending on weapon class (heavy/medium/light) - weapon class is determined by weight/slots.". Exactly which weapons are heavy, medium, and light?
I guess you'll have to use some common sense