Another one:
p12
I think we need so clarification here too. First the controlling player must decide on the monthly ammo consumption rates and then it's stated the monthly rate is 1/4 of capacity. So is the controlling player determining which ammo types are used or the overall rate of use? If it's the former I'd say ammo would be used at the same rate for each ammo type since each has its own characteristics a soldier needs to be familiar with, and if it's the later I'd say stick with the 1/4 value. One quarter seems to me to be a nice compromise between meeting training requirements and conserving resources.
Also there is a compound word in there: "onequarter."
Might I suggest multiplying consumables consumption (spare parts, fuel, ammo) by the unit quality salary modifier? Elite units spend more time training, that's one part of why they're so expensive to maintain. Times 1.2 for Clan warriors, who conduct more live fire exercises and for whom day-to-day governance requires internecine combat.
On another note, from before:
2 million a month? It shows 228,000 in my pdf. And jumpships use generic aerospace spare parts, same as dropships and fighters.
We caught some errata! On page 12 (first column, under Spare Parts), parts consumption is 0.1% of mass. In the example on the next page, it's 0.01%.
And, technically, you only get to generate 10 tons of fuel per fusion engine you have, and you can only do that after a battle during the maintenance cycle. The maintenance cycle is just the time between battles, no matter how long that may be, as indicated by the fact that you only make one maintenance check between battles with no mention of time. So if you're between battles, with RAW you can't actually generate any fuel until after your next one.
With 10 tons
per fusion engine, if you have Mechs and support vehicles, it should be plenty. Add to that, and I think I covered this already, a maintenance cycle is 8 hours per day, unless you choose not to track calendar time, in which case why are you playing Interstellar Ops? RAW definitely lets you do this unless you specifically choose not to.
If players are tracking time across days, weeks, months and so on, then each day provides eight hours of productive work. This is referred to as the Maintenance/Repair Cycle.
Also, finally found that quote from Strat Ops I was looking for:
It is common practice for a ’Mech, fighter, or other vehicle to be accompanied only by a Technician during transport (and the appropriate vehicle bay included provision for their accommodation and life support needs). When the unit reaches its destination the Technician then draws on a common pool of AsTechs to form a technical team.
Which contradicts:
The minimum technical support personnel are outlined in Strategic Operations, page 168. A technician team consisting of a tech and six astechs is
required for each combatant, and for purposes of force creation is rigidly assigned to each specific combatant:
I'd like to get back on the question of techs and admin people. This is important, especially since none of the canonical DropShips include room for any of the asTechs or support people, and as written, Strat Ops specifically doesn't roll them into the cubicle weight. Every force will require at least one more dropship and JS hardpoint to fit all the support staff, and that's new for this setting. Plus, a gang of scruffy ne'er-do-wells fighting for fun and profit from their Union can't do maintenance on their Mechs while in flight. They have to wait to link up with their asTechs riding in the Mule nearby. Or revised DropShip designs.
This gets much worse since people playing IO will probably want to incorporate elements from SO: SAR, MASH, salvage/recovery units, IndustrialMechs for loading/unloading cargo, etc. Each of those capabilities adds their own bulk plus
their logistical tail.
You can find a way to square the text I quoted in IO with SO using that magical phrase
for the purposes of force creation, but I don't think we should. IMO you can be consistent with SO (actually,
more consistent than we are now) and get a better outcome. Not "better" as in shootier, but better as in more consistent with the setting and more fun to play.