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Topics - Istal_Devalis

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1
Off Topic / Mr Rogers, National Holiday Petition
« on: 20 March 2013, 08:24:07 »
Today would have marked the 85th birthday of the late Fred Rogers.
Mr Rogers, as he was affectionately known by millions of Americans, was taken from us way to early, but he remains an important icon to many of us. He was an emblem of the best we could be.

There is a campaign going on to make his birthday a national holiday. I think it's a great idea, so I'm passing it along to the rest of you. Even if nothing comes of it, I'd like people to remember his words and actions, and maybe help make your neighboorhood a slightly happier place. 

2
Fan Designs & Rules / "Advanced" Infantry Platoon construction?
« on: 11 January 2013, 05:28:46 »
While fooling around with trying to replicate WWII platoon structures, I quickly found that the Techmanual rules are a bit inadequate for that purpose. Has anyone tinkered with a more squad based system? I realise that unarmored infantry have never been the focus on Battletech, but if everything else can get increased complexity rules...

3
Website and Forum Support / (Resolved) Site Admin/Mod list
« on: 10 December 2012, 13:00:44 »
I feel silly for asking this, but is there a list of the current active site admins and moderators? The rules suggesting contacting you lot for questions and the occasional bit of permission, but if there's a list of people for that purpose, I dont see it listed.

Sure, a lot of you are often on the list of connected people at the bottom of the boards, but it'd be convenient to know who else I can contact in case no one else is around.

4
Ground Combat / AU Theory Crafting - WWII in SPACE!
« on: 21 November 2012, 09:42:07 »
Just me doing some theory crafting. Prompted by certain photoshops. Comments/suggestions welcome. Consider it a work in progress. Might toss up some designs on the Design Board later, but I want to get my thoughts down and some commentary.

We all know that the Battletech factions were inspired by certain Mideavil (and later stereotypes) but what if TPTB went with a slightly different time period? Based on those photoshops, I started thinking about what Battletech would look like if the various factions were based on WWII and roughly kept to their doctrines, but used standard Battletech technology (with copious amounts of tech from Tactical Ops and Strat Ops)

For starters, we still end up with roughly 5 major powers. Some of them would be similar to the existing factions in certain aspects, but we'd keep a more WWII based priority in mind. We'd have a bit more Shades of Grey in this version, compared to the 'cleaner' WWII, but not as much. Not sure how to handle Terra though. The WWII Equivalent of Switzerland? I dont want to copy the real nation names completely either, but I want to make it obvious who's who, and making up names for that is a bit more difficult then I'd have thought.

I figure WWII tanks and tank destroyers would be replaced with mechs. You can use the actual tonnage of the tanks for the most part, so an M1 Sherman mech would be 30 tons, but I'd be a bit more flexible with the armament. Aiming to go with a result that's more in the spirit of the original then a carbon copy with legs. As WWII tanks are replaced with mechs, WWII fighters are replaced with Aerospace fighters. I also figure WWII era warships get replaced with Pocket Warships. Tech progression starts at roughly 3025 level for early war period designs, escalating up to Clan tech for late war designs.

Using the M1 Sherman as an example, it's a 30 ton tank, so it becomes a 30 ton mech. To immediately get away from a one per one conversion of gear, I'm going to use a standard Large Laser as its main armament. Strong enough you can see someone deciding to use it as their primary 'big stick', but leaving enough room for the bigger sticks that other factions use during this time. (As an example, I'm toying with the idea we give Space Germany mostly PPCs, if just because it moves them away from the Lyran comparison, and Capacitor Equiped CERPPCs are might big stick.) Will need to put something in there later so it can explode like any good early war Sherman should, but I'll go through the books for that later. (Coolant pods maybe? Or the ever popular Machine Gun ammo?)

So, any interest on me continuing the thought exercises?

5
Clan Chatterweb / Objectives: Clans - Predictions?
« on: 19 November 2012, 05:41:32 »
Just a bit curious, now that it seems to be closer to release. What are people predicting for the Clans?
What do you hope and what do you actually expect?
What're the production Omnis as of 3079?

6
Tips and Tricks / Candy Apple paint jobs?
« on: 25 August 2012, 11:37:16 »
For a project of mine, I was thinking of going for a candy apple red effect, but I have no idea how to replicated it at this scale. I know that on cars you stars with a metallic base and then paint transparent over it, but does that work on something on the scale of a mech?

7
Ground Combat / Jettison Design Quirk - A thought exercise
« on: 31 May 2012, 07:18:27 »
While reading over several threads, my mind was reminded of the Jettison-Capable Weapon quirk, and its place in the Universe.

Glancing at the rules for the Jettison-Capable weapon quirk, it doesnt really specify if you can jettison the gun if it's destroyed (All critical slots crossed out) rather then just damaged, but dont think it's out of bounds to rule that you can jettison a destroyed gun just like a damaged gun. It also doesnt mention 'other' equipment, like ECM and Active Probes. Which leads to the repair side of things. In some ways, this is better then an Omnipod. It only takes about 10 minutes (The normal time to load ammo) to replace a jettisoned weapon, as opposed to the 30 for a pod, and you do so without the cost increase/resource expenditure of the Omnipod. Where the Jettison Capable quick loses out is its inherent limit of two per mech, as well as a lack of flexibility compared to the Omnipod. However, what if the 'two per mech' limitation didnt exist?

What would have happened if the Star League had continued research into Jettison Capable weapons, and the '2 per mech' limitation was removed? How much would that have changed things? If they fully developed it now, would it prove an attractive alternative to full on use of Omnipod technology?

8
Roleplaying / 'Slimmed down' Battletech Campaign RPG Rules?
« on: 28 February 2012, 05:29:36 »
This is mostly a brainstorming session, trying to get ideas from the community.

I'd like to try to use the RPG rules to form the basis of a Battletech campaign's pilot generation. Something a bit more complex then Battletech's 'Gunnery/Piloting', but not as fully complex as to create a fully fleshed out character ala the RPG. The idea is to create something akin to what you'd see in a Tactical console RPG. Now, I figure slimming things back to JUST the skills/abilities that are applicable to Mechwarrior combat are a good start, but this is going to lead to to many point given out. 

What do you think is a good starting point for number of points for generation would be? Any other ideas/suggestions for this?

9
Aerospace / Ejdeha Clan Attack Omnifighter
« on: 18 November 2011, 11:58:58 »
Designers note: This design essentially needs the Strat Ops quirk system to function as intended. Configurations assume that 1 ton of cargo corresponds to 1 external hardpoint.

Ejdeha Clan Heavy OmnifighterMass: 75 tons
Chassis: Reinforced Wakazashi VII-Modular
Power plant: Nissan 225 Fusion
Armor: Compound RF3X Laser Reflective
Armament: 28 tons of pod space available
Manufacturer: Wakazashi Enterprises
  Primary factory: Avon
Communications System: Garret T23
Targeting and Tracking System: Neko Megane 6CL

Overview
While often overshadowed by other, more aerospace focused Clans, Clan Nova Cat is no stranger to the use of aerospace fighters as support elements. Their heavy use of fighters for ground support often leads to massive losses in pilots and equipment, as seen in the recent fighting against the Word of Blake. The loss of three Galaxies to the newborn Republic of the Sphere has only compounded the issue. With a lack of aerospace production facilities, these losses were not easy to replace, and Clan Nova Cat found its supply of Omnifighters severely depleted. While the use of Inner Sphere produced fighters has helped mitigate the situation, a more long term solution was needed. The Merchant Caste of Clan Nova Cat, looking at the success of the SM1 Tank Destroyer, approached Wakizashi Enterprises with a similar offer. Unable to resist the lure of access to Clan equipment, and a guaranteed five year purchase contract, Wakizashi Enterprises quickly agreed and sent a unit of engineers to Irece to collaborate on the new fighters designs as a new complex was built on Avon.
 
The Draconis Combine’s Tatsu Omnifighter had long impressed Nova Cat pilots due to its payload and ruggedness, and it was suggested that this should serve as the framework of the new design. Wakizashi, happy to save on development costs with the use of proven systems and a known airframe, were glad to oblige, and the design was quickly put into prototype stage. Wakizashi Enterprises, flush with supplies of Nissan 225 fusion engines due to their Sabre modernization program, were able to convince the Nova Cat scientists to reinforce the frame to mount the larger engine, pointing out the increased bomb payload that resulted in the change and the relatively small change in finished lifting capacity. While they initially balked at the inferior standard engine, they had originally planned to use an XL as in the original Tatsu, the Nova Cats were brought around due to the resulting increase in production rates that would result from use of the surplus engine type. The final prototype flew perfectly, and full production was green lit once its production facilities were finished.

Capabilities
Similar in many respects to its parent design, the Ejdeha was designed to emphasize survivability and external bomb load, focusing on an attack role. This would free up surviving, more maneuverable Clan Omnifighters for use in aerospace superiority. Five tons heavier than the original Tatsu, the Ejdeha Attack Omnifighter is an interesting contrast in technology. The Ejdeha’s frame, engine, and much of its electronics are no different from Inner Sphere designs; the rest of the omnifighter’s equipment, much of it cutting edge, would be supplied by the Nova Cats.

The Ejdeha mounts a full eighteen tons of advanced, Laser Reflective armor. Impressive enough on its own right, its defensive abilities are further improved with the use of a newly finalized CASE II system and an advanced Angel ECM suite fixed to the chassis. Additionally a pair of Laser AMSs provides further defensive capabilities. Due to its fixation on the attack role, the design also takes the novelty of installing a dedicated, and expandable, five ton bomb bay, giving it the potential bomb carrying abilities of a design twenty five tons heavier. While this dedication to its purpose has resulted in a smaller weapons payload to comparatively sized fighters, its reliance on external stores as its principle weapon means its weapons often serve as an auxiliary or supplementary role.

The Ejdeha’s primary configuration, mounting no less than six LRM-10 launchers, is meant for strike missions and support roles. With six tons dedicated to ammunition, the fighter is able to carry a variety of ammunition types to supplement its bomb load out. In a nod to the original Tatsu, one of these LRM launchers in mounted in the rear, proving a nasty surprise for fighters expecting shorter ranged defensive weapons. An improved Heavy Large Laser serves as a backup weapon.

The Alpha configuration, meant to serve in a CAS role, also relies on a primarily missile armed weapons mix, mounting eight SRM-6 launchers, one of these rear mounted. Supplementing the missiles is an array of five ER Medium Lasers, meant for use in strafing attacks. Due to its lack of long range weapons, and vulnerability to faster fighters able to exploit this, it tends to only operate in area in areas where the Nova Cats have air superiority.

A relative newcomer, the Beta configuration came into existence with the availability of AntiShip Missiles from a sympathetic Republic source. Expanding the internal bomb bay to twelve tons, the Beta configuration is able to carry a total of four of these missiles and serves as a supplement to the Nova Cats small amount of pocket warships. Three ER Large Lasers, with cooling jackets installed, allow it to ‘finish off’ wounded dropships while staying out of range of most defensive weapons.

Deployment
A relatively new design, the Ejdeha in being added to Aerospace units on a point by point basis.

10
Off Topic / The Hobbit (Film)
« on: 15 July 2011, 11:18:01 »
I'm rather surprised we dont have an active thread for the Hobbit movie. Especially since we've had a wealth of pics come out lately.  Rather then post them all up individually, have a nice composite pic.


11
Tactical Operations / Shields and Handheld Weapons
« on: 06 July 2011, 05:04:45 »
Just a question on how these two pieces of gear interact, and some specific questions about the pieces of gear by themselves.

If a Mech is armed with a Shield of any sort, and picks up a Handheld weapon, would you be able to use any of the Shields defensive abilities? A strict reading of the rules would say no, but the shield's Inactive ability would seem like it'd still work.

Would the shield give any of its firing penalties to the handheld weapon?

Would a shield be able to protect cargo on a mech?

It's a silly trick, but could you take a 'handheld weapon' that is just a ton of armor on the off possibility that they hit that instead of the arm?

If a unit holding a Handheld weapon as cargo decides to drop it, would it use the same rules to see if it was destroyed as normal cargo does, or would it just take damage like a falling unit does as it has armor?

12
Off Topic / Nintendo 3DS - Who else has one?
« on: 26 April 2011, 14:43:55 »
I've got my shiny new 3DS in my hands and I'm absolutely loving it.  Was wondering if anyone else had picked on up yet and wanted to exchange friend codes.

Quick review of the games I've played so far, for those interested.

Street Fighter IV
 ...it's Street Fighter, in pitch perfect portable form.  Turn off the 3d (in the options, not the slider) and you have a smooth 60 FPS.  They even tossed in all the extra costumes that you previously could only get through micropayments.  Internet play seems a bit laggy at times, but I cant tell if that's due to a lack of players (thus getting what I can) or the net code.  Additionally, the backgrounds are now static, but I dont think anyone really cares too much about that.  One thing to watch out for...they have a 'lite' control scheme that maps special moves to the touch pad.  For the most part, this isnt going to help a newbie be that much better (they lack the timing to know when to use them) but certain moves (charged moves, 720s) can come out when they shouldnt be able to, so be care facing people that use them.  Something I really appreciate is download play. If you have the game, a friend can download a stripped down copy of it to their DS so you can play each other.  Since fighting games are mostly there for competitive play, I am greatly appreciative of this fact.

Ghost Recon
In an odd turn of events, and a most welcome one, this is actually a turn based tactical game.  In campaign mode you control 3-6 individual guys with their own abilities and specialties, and fight a crazed, would be despot in a story that sounds like someone really wanted to make a GI Joe game, but couldnt get the license.  In addition to that, you have a variety of stand alone skirmish missions, and some multiple player, hot seat, head to head fights. 

My one main complaint is the lack of network multiplayer.  Having to pass the 3DS to the other seems a bit of a waste.  On some of the skirmishes with large amounts of troops, you can be a good 6-7 minutes waiting as your opponent figures out what to do.  A minor annoyance, one dealing entirely with my personal taste, is a complete lack of fog of war.  You know where all your opponents are at all times.  The lack of network plays also means you cant play with someone not physically in the same area as you.  Something I know others are going to hate, but I dont mind, is the way combat works.  You will always hit your target, you cant miss.  Terrain can mitigate damage (by a lot!), so there's still a lot of tactical thinking here, but I know this is going to hit a suspension of disbelief issue with some people. Still, I think this is a hidden gem and one a lot of people are going to overlook.

Friend Code
For those interested, my friend code is: 2707 - 1647 - 8165

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Off Topic / My Little Pony: Friendship is Magic - (Yes, seriously)
« on: 21 February 2011, 11:18:42 »
As much as I know I'm exposing myself to ridicule here, I dont care.  Brony's unite!
I love this show, and I'm not afraid to admit it.  TVTropes actually has a pretty good summary of exactly why.

Quote from: TV Tropes
The latest in the long-running My Little Pony franchise, My Little Pony: Friendship Is Magic is an all-too-rare example of how to update a retro cartoon the right way. It brings clever self-aware humor, a more streamlined art style, and strong characterization.

The pilot proved an overnight sensation on the internet, leading to piles of fanart, countless threads worth of speculation and discussion, and lots of males having existential crises about enjoying a "girl's cartoon" so much.

The show is also notable for being helmed by Lauren Faust, wife of The Powerpuff Girls and Foster's Home for Imaginary Friends creator Craig McCracken, and a highly accomplished animator in her own right. Friendship is Magic is her attempt to rescue the genre of girls' cartoons by presenting a clever show with a strong and diverse cast of female characters who aren't pre-occupied with fashion and boys. Her goal is to create an intelligent show for girls, that boys and grown-ups also can watch. So far, she seems to be doing an admirable job of it.

Quite frankly, most of the credit should be going to Lauren Faust.  Her commentary has proven her to be a smart, and respectable, individual and I wish we had more people like her in the entertainment world.  She's created an enjoyable cartoon, and I lament that so many people are going to pass it up because its involves a 'girly' property.

PS: Applejack is the superior pony.

14
Aerospace Combat / Aurora style modular bays
« on: 08 February 2011, 10:13:10 »
Did we ever get rules for these things, or are they still in the land of fluff text? Heck, has anyone added up the costs/weights of the Aurora to see if there's something left unaccounted for?

15
The Successor States / The RiffRAF of the Republic of the Sphere
« on: 26 January 2011, 11:43:12 »
You know, I suspect I'm a minority view on the CBT boards, but I grew a bit attached to everyone's favorite doomed faction at the center of the Inner Sphere.  To the point that I kinda ID them as my secondary faction after the Nova Cats, when I played MWDA.  I seem to have a thing for the underdogs, and I was ecstatic when they DIDNT die. However, it didnt seem right to root for them on the CBT board because they didnt quite exist yet. 

Skip a few years; What with TRO3085 and the force reviews, it seems we can officially consider them a genuine faction now.  So heck, why not start a thread for them too while, everyone else gets one?  A new beginning in more ways then one.

Who else is a fan of the maroon and green?  Let's hear it for Stone and kicking the Capellans in the shins!

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Off Topic / Battlestar Galactica - Series Bible released
« on: 26 January 2011, 08:38:38 »
I figure there's enough BSG fans out there to appreciate this.
The bible for the remake series was released online. It's filled with interesting little tidbits and background info.

http://www.harvardwood.org/resource/resmgr/hwp-pdfs/battlestar_galactica_series.pdf

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Off Topic / New Thundercats series - PICS!
« on: 26 January 2011, 08:37:22 »
Not really news, but the old thread got lost in time.
On the other hand, we now have pics!

http://www.bleedingcool.com/2011/01/25/the-new-thundercats-cartoon-first-pic/
http://www.bleedingcool.com/2011/01/26/new-thundercats-cartoon-an-official-pic-this-time/

Before anyone gets TO far onto an 'it's anime now, it sucks!' tirade, I'd remind you it's still being written by a Westerner.  And the original cartoon was animated in Japan too.

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