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Author Topic: How to make FASAnomics work for fun and profit.  (Read 729 times)

imperator

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How to make FASAnomics work for fun and profit.
« on: 09 November 2022, 11:58:32 »
So I started thinking again on the Scarcity of Battlemechs and how cheap some great military vehicles and equipment are, how can the richest entities not be drowning is brand new equipment? 

But then I realized something.  Its a Feudal Society!  Everything is about Status, Honor, and personal Worth.  At first I though Battletech society was about Meritocracy vs Neposism, but really all the Soldiers Basically prove themselve to each other through actions, favors, and competense.

So we already have Skill codes (Elite, Veg, Reg, etc), Loyalty ratings, and equipment status code.  But we have forgotten some important statuses.  Being a Mechwarrior, Aerospace Pilot, Dropship Pilot, Powered Armor Trooper and Jumpship owner/operator means something means something more than just words.  There is an in built status and prestige that other people in the Supply chain and industrial military complexes heed more than money or Noble rank.  We see this in the novels. how people wont talk to the "pretenders" and "wanabees" but will listen to Green or Regular Mechwarriors with no problems.  Just like in most older organisations, pecking order will most likely trump everything else unless "proven" otherwise to be successful. 

So for most RPG style scenarios I would also put in the "Type" of "Pilot" for getting equipmwnt and supplies.  That way we have not only wealth and status, but also weather or not the buyer has "proven" himself to the Suppliers.  This will simulate weather the buyer will get the part/Vehicle but also how much is charged for it.  I would say paying base cost, 2x, 5x, 10x, 20x, or even 50x or 100x the base cost
would work with the Artificial Scaresity FASA created would work in explaining some ot the quirks built into the gameworld.  And you can wven use this to see how you can get Clan Equipment or technologies as well.

So what ya think?
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

Gorgon

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Re: How to make FASAnomics work for fun and profit.
« Reply #1 on: 09 November 2022, 12:44:15 »
So to approach it from the other side, a company's reputation hangs not (only) on the value of its products, but on the prestige of their buyers? If you see someone in a Fafnir or Hauptmann you know that the pilot has to have a high standing within the Lyran Commonwealth, either through extraordinary personal skill, inherited social standing or a combination thereof. New money can't buy you the cream of the crop, but it'll get you a machine from a less prestigious supplier (or a less prestigious design). So either find some established noble family to sponsor you or have fun with your Wolf Trap or Vulcan.
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imperator

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Re: How to make FASAnomics work for fun and profit.
« Reply #2 on: 09 November 2022, 13:28:23 »
Yes!!!  Thats it!  Want Hesperus industries top of the line assault?  Not only know someone and be lucky one is available, but be respected by the a department, not  only to that one guy.

Its ginda complicated, but what part of the BT Universe isnt? Maybe at only a Mark up of x 2 to x 5 for brand new Mechwarriors. Be Related to the crown, be great officers, and Mechwarriors? Want a battalion of Mechs, brand new off the Assembly lines? At cost of course, wink, wink, nudge,
nudge (looking at you, Kell hounds, 3rd Succesion wars).
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

Gorgon

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Re: How to make FASAnomics work for fun and profit.
« Reply #3 on: 09 November 2022, 13:42:04 »
It also gives a good reasoning why a company like Quikscell can stay in business for so long without ever bothering to invest in quality control. Going by the established costs, their products are not that much cheaper than other low-end tanks. But if your the Hickington Public Militia, they may be the only company selling to you. Want a Goblin or Pegasus? Why should we sell to you, if respected line units with actual nobles in their officer corps want them, too? So better to load up on Scorpions and Hetzers and hope that some day a local noble might get enough pull to allow you to buy some decent gear.
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imperator

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Re: How to make FASAnomics work for fun and profit.
« Reply #4 on: 09 November 2022, 15:16:33 »
Yes, with various gradients of that, if you want to add more reasons.  Like quicksell will definitely sell you Vedettedz and Skorpions, but Saracens, Scimitars, and Hetzers are for there favorites or even are up charged ton x1.5 to x3 the cost.  Out of game Meta might do something to include the base Battle Value or some other Metric to the above transaction.  It helps explain (make excuses for) why someone gets cheap SRM/LRMS carrries and some can only get Basic APCs and Vedettes for their own units or plannets.
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Syzyx

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Re: How to make FASAnomics work for fun and profit.
« Reply #5 on: 09 November 2022, 16:10:42 »
It is eerie to see something I've been doing in my MechWarrior games for years now show up so accurately in someone else's post.

I have a whole set of rules and modifiers for getting equipment based on title, rank, and connections with subsequent modifiers for how much the character is willing to pay above list price.

For me this has made the feudal nature of the BattleTech universe feel real to my players and left them doing some pretty wacky things in the interest of gaining the attention of significant patrons.
But as a matter of fact I was quite busy getting potty-trained at the time and had no time for interstellar politics.- ykonoclast

Gorgon

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Re: How to make FASAnomics work for fun and profit.
« Reply #6 on: 09 November 2022, 16:17:38 »
It also gives a bit more weight to the bad reputation quirk. And it lets you incorporate different houses military cultures. In the Suns, a Wolverine may be a highly sought after Mech, but within the Combine everybody knows that mediums are for the dregs of the DCMS.
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imperator

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Re: How to make FASAnomics work for fun and profit.
« Reply #7 on: 09 November 2022, 18:16:09 »
Once again, I agree.  Some Mechs in Different factions are definitely treated differently. 
Thank you for sharing!!
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

Lazarus Sinn

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Re: How to make FASAnomics work for fun and profit.
« Reply #8 on: 10 November 2022, 11:38:53 »
It is eerie to see something I've been doing in my MechWarrior games for years now show up so accurately in someone else's post.

I have a whole set of rules and modifiers for getting equipment based on title, rank, and connections with subsequent modifiers for how much the character is willing to pay above list price.

For me this has made the feudal nature of the BattleTech universe feel real to my players and left them doing some pretty wacky things in the interest of gaining the attention of significant patrons.

Can I have a copy of these rules please?
Foolish consistencies are the hobgoblins of little minds.

monbvol

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Re: How to make FASAnomics work for fun and profit.
« Reply #9 on: 10 November 2022, 12:07:08 »
I do tend to agree with this.  Add in that I think the rest can be explained by the simple fact that the C-Bill values we've been given are just plain wrong and it explains a fair bit.

Gorgon

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Re: How to make FASAnomics work for fun and profit.
« Reply #10 on: 10 November 2022, 13:48:03 »
And to have it work for the players every now and then, small or new manufacturers may offer discounts to prestigious units to try and build a reputation. Like sports companies equipping athletes.


So you went up against the Jade Falcons and got mauled but are currently media darlings? The good people at Kressly Warworks would love to help you get back on your feet!
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Daemion

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Re: How to make FASAnomics work for fun and profit.
« Reply #11 on: 12 November 2022, 03:04:38 »
You're not the first to think this, and obviously not the last.

Fasa had brought up the idea of Neo-Feudalism in the earlier source books, and it does seem to make FASA-nomics makes sense.  But, it does more than that.  Or it should do more than that.  A lot of emphasis has been placed on mercenaries as the go-to force for players to dabble in the factional waters a bit, and have a unit that can potentially see a lot of combat.

Where do a lot of those Mercs come from?  How many of them are old retainer forces from a deposed minor noble an a certain planet?  Dispossession is a negative status mark.  But, that's on a simple social level among nobles.  A lord/lady dispossessed for whatever reason may be loved by his/her vassals.  If that happens, they might not simply change flags and take orders from the next noble to be given the castle.  They might up and go ronin, following their beloved leige on to new adventures regardless of what it may look like.

How many are spare retainer forces belonging to a minor noble that get hired out for a little side hustle? 

How often do you really have to bring someone from off-world when a lot of planets should have their own glut of small-time swords-for-hire?  And how many nobles might be looking to hire on any given planet at any given time? 

How often would a mysterious band of pirates that sprung up out of nowhere turn out to be retainer forces for a noble sent out in disguise to ruin some pet project of a rival lord or lass?  Nobody might actually guess unless it's scrutinized even loosely.

Finally, an honor code and right of refusal might explain why some raids could land unmolested on many worlds that aught to be highly defended.  IF almost every viable target is under the pervue of a noble, and it's a matter of honor for that noble to handle the defense on their own, they might get a call for the central hub and be given the option to do so.   There is always the option to say 'you handle it', but doing so could be a mark against the noble's status. 

Heck, there might even be an honor system loosely matching the Clans's batchal.  Mercenaris could be using a raid to make a name for themselves and/or their employer.  They can actively announce who they are, and name their target.  This, too, can allow them safe passage to their mission site, and it's up to the Noble owning the target to decide whether the local defense will need some back-up, maybe losing face if they decide the target is just too valuable for honor.  Or, honor may be more important that the target, and they can risk the potential loss if the noble's forces are outsmarted, out-maneuvered, or out-performed.

Such challenges would distinguish a sponsored mercenary raid from that of a pirate force, who may announce who they are only after the raid is finished if they're trying to make a reputation.

I understand why they decided to focus on mercs as where all the action is.  Let's face it, Front line forces will only see action when the head government gives them a call to action.  But, a lot can be done by using nobility and feudalism on top of that so that you don't have to go off-world for the next mission.  And, if a standard BattleTech is any semblance of Mech combat in the BTu, any form of combat will chew through machines all too easily.  Some of the manufacturing numbers suggest there are loads of chassis available for use and piles of spare parts to fill in a lot of gaps all to make up for that potential rate of turn-over.
 
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imperator

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Re: How to make FASAnomics work for fun and profit.
« Reply #12 on: 13 November 2022, 21:38:02 »
Amen, Brother, I hear you!!
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

 

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