To all the meticulous types out there, who have a part in the back of their brain that won't stop bothering them about Battletech Ranges: I have fixed it.
With a house rule. Partially. Kind of. Okay, I can't claim to have fixed everything by any means (*cough autocannons*), but I set out wondering if I could make the ranges just a bit less... silly. And I think I can claim to have found a way to do that much.
First I tried simply doubling the ranges of all the weapons. On playtesting, that messed with the way units moved on the board. They couldn't really maneuver as much; the game didn't play the same. I had to find a way to make the units move the same distances on the map, but have the map represent longer ranges. I didn't want to just speed up the 'Mechs; I worried I'd be trading silly ranges for silly speeds. Then it hit me: distance=speed x time. I could increase distance while keeping speed and relative maneuvering constant, if I just changed time. That is, the length of a turn.
It works like this. If a unit moves at, say, 86.4kph (5 walking 8 running), then it goes 24 meters per second. That means, in a ten second turn (stock Battletech), it crosses 240 meters, or 8 stock 30-meter hexes. To cross 24 hexes (720m), using (Distance/Speed=Time), it would need 720/24=30 seconds to do so, three turns. This is all exactly how the game plays, so all of this was set up to work out, mathematically. I tested it with other 'Mech speeds, and it was consistent across units. Bonus points to the original 1980s devs for that.
Now, say a turn is 20 seconds instead of 10. Keep the number of turns to cross the 24 hexes the same: 3. 3x20 seconds is 60. So now it'll take 60 seconds to cross 24 hexes. How far does that make those 24 hexes if the speed is kept the same 24m/s? x/24=60. Solving for x, x=60x24. 24 hexes just became 1440 meters, exactly double the range for the doubled turn time. The game plays exactly the same: same stats, same boards, same movement, but the ranges doubled. If a turn is one minute, then 24 hexes is 4320 meters. And so on. The size of a hex (in meters) is equal to 3 times the duration (in seconds) of a turn. Rinse and repeat as much as you like; just increase turn duration until you get sufficiently realistic ranges.
So, there it is. Game plays exactly the same, but turns take more in-universe time and ranges are less silly. Not entirely free of silliness, but less silly. And that's something, isn't it?