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I'm not sure, but when I followed MadCap's advice I got the longer list and this looks exactly like it.

Mind, I'm sure I did it the hard way, but I wanted the company/world/affiliation as well.  I think I can work it in, but I'll have to see.
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An assault Mech released before any of the well known 3058+ lights or mediums?!
That's Bull Shark!
As long as MWO players keep buying assault 'Mechs, PGI is going to offer them new assault 'Mechs.
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Off Topic / Re: Naval Pictures X: Underway on Nuclear Power
« Last post by chanman on Today at 01:35:11 »
but of course.
plus the fact that knot only can the Nimitz outpace any civilian ship,
but also the fact that Nimitz doesn't have to worry about "gas mileage".

"put her to Max Military power and leave her there..."

as of 2000, the unclass max speed was listed online as 33.6 knots+

The escorts have to worry about fuel though. Sure, the CVN can blast along at flank speed all day and night, but the escort group are going to need to gas up pretty damn frequently if you do that
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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by ISD on Today at 01:00:28 »
side
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Yeah.  I'm thinking movement mode sets starting activity level:
IE - Walk would start you at Activity Level 1
Run would start you at Activity Level 2
Jump would start you at Activity Level 3
Stationary will put you at AL 1 because you can't go lower.

The only reason I think Jump should still do 3 compared to running or flying at speed is because the Mech's Pilot still has to be concerned with take-off and landing.


Aside: Something I had originally considered for this was flipping the AMM and TMM around.  If, as the target, you're walking, running, or jumping, a successful reaction would impart a flat +1/2/3.  But, some fast ground units can get a +4 (Or +5 if you're using the expanded TMM rules from MaxTech or Total Warfare, or it's a fast jumper/aerial unit.)

And, then, the AMM would be based on how many hexes or MP you spend to show your level of activity. 

It may be a consideration for different levels of automation.  But, I did decide to go for simplicity.
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Good call on the 8C Hellraiser.  The endosteel to upgrade the SRM6s to streaks is a nice damage boost.  Still just as 'fragile', but the 8C has 42 damage output, compared to 34 average with the 7k, or 38 on the 10D, which is the most expensive, at almost 500 more BV then the 8C for less damage thanks to the 10Ds supercharger and RAC5.

I might swap the c3 for CASE2 on the 8C if its not going to be in a c3 network, but other then that the 8C does appear to be the most damaging wolverine factoring average cluster rolls on the 10D's RAC (as the 10D is in second place in damage), with the 7k in third factoring heat.
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BattleMechs / Re: 'Warcriming the Militia' - Battlemechs of the WoB
« Last post by Red Pins on Today at 00:37:42 »
Anndd - Another new plan.  Because it contains that which promotes growth!  Still have to come up with several domestic Primitives, and a couple standards though.

*edit - And 9 more domestic Primitives.  But I just organized the mechs into groups of four, so...





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Well, you can see, then, why I was looking more at the broader, more granular heat scale as the basis.

In fact, the Movement mode modifier was a hold-over from that.  Maybe instead of a multiplier, the movement mode is a simple one time addition, setting the base activity level.

So, for example, a Phoenix Hawk that runs in a turn will have it's activity level increased to level 3, while one that jumps increases to level 4, and then, any further action simply adds one to the level as the activity happens.

I think this system works only in a modified turn structure.  Battletech is played in 5-15 turns normally, so adding a reaction phase like this cuts your turn time to 3-7 turns in the same amount of game time.  I am thinking like the solaris game here, with turns having multiple steps of action and reaction, with higher weapon rates of fire and such.  It works in that system a bit better cause the number of units is very low, so taking so much more time with 1 unit is more acceptable.

The point of the reaction system also seems to be to limit how much a pilot can do, but this doesnt scale like normal.  If you are familiar with HBS Battletech video game, they have a similiar system where every time you are fired upon, you lose one point of evasion (but you generate a bit more evasion then normal).  This works cause you have 4 total units.  If you have 12 units, well now you can easily strip the evasion off of things.  And, as mentioned by speedbump, like in HBS btech multiple target suppression fire, aka shooting 1 shot at every visible unit with an early activation to strip 1 evasion (or add 2 activity level, which eventually is the same thing), is a very valid tactic.  In late game HBS, the standard tactic becomes to take lots of damage by getting fortified in woods, as evasion becomes less and less reliable versus large numbers of enemy units by design of stripping evasion, but fortified cover doesnt lose effectiveness unless you get melee attacked/knocked down.

I would like to point out that you still get a chance to check for a reaction, no matter how many units attack you.  It's still randomly determined, however after a certain point, the chances become slim.  But, if you're rolling well enough, it can still happen.

But, yeah.  This would mostly be for small unit actions.  But, that's the level my group tends to play at, to begin with.

If I'm gonna do a proper Super Robot Wars mass unit engagement, I'd probably come up with something much simpler, like maybe a simple line or box to track the number of times a particular unit has been engaged against/declared against, and you roll against that.  But, Super Robot Wars has its turns taking place as the course of a full minute, which is SIX BT turns. 
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You're running the game, but you don't have your own copies of their sheets?

What if someone comes to game and forgets them? You'd need to print them out again, right?

Their units, their sheets.  They have the known expectation of bringing their own.  They choose their Omnimech variants from what's available, or if they've earned it, an Omnimech variant they've created on their own.  It's a progressive type of campaign.  I create the scenario and set the OpFor, and the limitations on what is available.
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Off Topic / Re: Naval Pictures X: Underway on Nuclear Power
« Last post by worktroll on Today at 00:25:56 »
her advantage was speed over those civilian ships... ;)

Methinks having a carrier air wing, with nucs, might also be advantages.
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