Author Topic: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?  (Read 7913 times)

Sereglach

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #30 on: 29 July 2014, 17:46:16 »
Wow. I vaguely remember making that image, but I don't remember posting it. Still, you'd think in three days that someone else would have commented on it... I mean, it's not THAT bad of a photoshop for a rough draft of what I was talking about.

If someone could point me in the direction of the font that the actual cards use, I'll make a cleaned-up 'final' version.

For the font, I have no clue.  For the rest of the card, you're right in your initial assessments in that what you're proposing is merely minor efficiency tweaks for mechs.  I can't say it's a huge improvement, it's mostly just different.  Slightly more room for a picture, separating pilot and mech abilities, a few location shifts for numbers, and a few extra tidbits of information.

I can't say it's overall any better or worse than what the new MUL cards look like.  For the most part it's just different.  I'd be perfectly content to field either card.
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DarkSpade

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #31 on: 29 July 2014, 19:54:28 »
Here. While it certainly isn't my best photosohp job ('m a touch loopy on muscle relaxants right now), it serves to explain my purpose.



Hrum. Pehraps renaming Unit "command" or "formation" instead would be helpful  to avoid convsusion.

I am going back to sleep now. Have a pleasant afternoon.


Like the regular cards, I look at all that grey and all I see is another trip to the store to get ink.
Space Marines are guys who look at a chainsaw and think, “That should be balanced for parrying.”

Sereglach

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #32 on: 29 July 2014, 21:11:50 »

Like the regular cards, I look at all that grey and all I see is another trip to the store to get ink.

Laser printers . . . they are wonderful to have for things like this.  I have a modest color laser printer and can create boatloads of sheets of cards/documentation before I ever have to dream of getting more toner.
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iamfanboy

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #33 on: 30 July 2014, 03:47:21 »
For the font, I have no clue.  For the rest of the card, you're right in your initial assessments in that what you're proposing is merely minor efficiency tweaks for mechs.  I can't say it's a huge improvement, it's mostly just different.  Slightly more room for a picture, separating pilot and mech abilities, a few location shifts for numbers, and a few extra tidbits of information.

I can't say it's overall any better or worse than what the new MUL cards look like.  For the most part it's just different.  I'd be perfectly content to field either card.
What they did is revolutionary, changing (most) of the card's format to include more vital information. All I did was evolve it, tweaking it to be more effective in showing all the unit's vital stats.

And Darkspade, that's (part of) why I went with the baseball-card sized format; you can fit 8 cards to an 11x8.5 page, which helps make printin' more efficient. (the fact that it uses a lot of my recently-emptied Magic: The Gathering cardsheets is nice too!) Even for an inkjet, though, gray shouldn't be super-intensive of ink; it spaces out the dots. *deletes condescending advice about grayscale and contrast settings*

cavingjan

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #34 on: 30 July 2014, 10:11:41 »
Here. While it certainly isn't my best photosohp job ('m a touch loopy on muscle relaxants right now), it serves to explain my purpose.



Hrum. Pehraps renaming Unit "command" or "formation" instead would be helpful  to avoid convsusion.

I am going back to sleep now. Have a pleasant afternoon.
TMM needs to move as we do have units that fill up that entire width. I'm nore sure if ROLE has enough space. The pilot abilities (and quite frankly the pilot information other than skill) just aren't doing anything here. Better to give the pilot their own card so their ability can be spelled out more and that card can be paperclipped with it. Also it is not really appropriate for the MUL (IMHO).
I would move TMM where ROLE is and even out that spacing and then put ROLE up by the unit name. PV up in a top corner. SKILL and ROLE can probably share a line right below UNIT with the rest of that pilot block cut down in size.

iamfanboy

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #35 on: 30 July 2014, 15:20:13 »
I'd just figure you'd use the Great Turtle solution for more Armor dots, like already on the MUL:

[img]http://www.masterunitlist.info/Unit/Card/1281?skill=4[img]

As for the ROLE section, it does need enough room for handwriting, as a given 'Mech can serve similar roles - a VLK could be a missile boat, a scout, or a striker, depending on a formation's needs.

One of the things I've been pondering is expanding the Special bubble until it matches the height of the Crit bubble; that way you'd have room to write ALL the Special Abilities the 'Mech has, whether it's from the 'Mech, quirks, pilots, or formations.  That way the Defense bubble can expand right to match the length of the other bubbles, with room for a top bubble that includes Formation, Final PV, and Role. The Offense bubble might have to shrink a bit, but it's a bit overlarge for the information right now as it is.

In theory.

I'll have to restart into windows to do photoshop - damn you, GIMP! I don't understand you!

NeonKnight

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #36 on: 30 July 2014, 16:03:22 »
I'd just figure you'd use the Great Turtle solution for more Armor dots, like already on the MUL:




Quoted to show image.
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iamfanboy

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #37 on: 30 July 2014, 16:48:13 »
D'oh, NeonKnight!

Anyway, here's a (more cleaned up) version 2.1.



I merged the OV and DAMAGE bubbles to free up more room for SPECIAL (and really, they kinda belong together). I moved TMM back to the other bubble because there was a lot of room at the end, and this way you have room to note jumping or crouching or hulldown with "J", "H", "C", that sort of thing. Role/Formation/Final PV are altogether for obvious reasons. The Special bubble now has plenty of room for all of a unit's abilities, and even temporary ones granted by a Formation.

Papabees

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #38 on: 30 July 2014, 20:54:19 »
D'oh, NeonKnight!

Anyway, here's a (more cleaned up) version 2.1.



I merged the OV and DAMAGE bubbles to free up more room for SPECIAL (and really, they kinda belong together). I moved TMM back to the other bubble because there was a lot of room at the end, and this way you have room to note jumping or crouching or hulldown with "J", "H", "C", that sort of thing. Role/Formation/Final PV are altogether for obvious reasons. The Special bubble now has plenty of room for all of a unit's abilities, and even temporary ones granted by a Formation.
I would suggest you decrease the size of the font for the S, M, and L so as to be able to increase the size of the actual damage numbers. Most people will realize after about 2 turns what the short, medium and long mods are so they really don't need to be very prominent. I do however need to be able to glance and see the damage from a distance.

iamfanboy

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Re: WHY DO THE NEW MUL CARDS HAVE THE BV2-BASED POINTS ON THEM?
« Reply #39 on: 31 July 2014, 16:11:15 »

Ver 2.2. While I was shrinking down the numbers, I was also reading through some of the command abilities and realized that there are many, many ways for an individual unit to have different targeting values than the standard +0/+2/+4; leaving them blank gives room for the players to make modifications - and since the 'standard' ones are on the to-hit table, I figured, "What the heck."

 

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