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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by ISD on Today at 01:00:28 »
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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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Aerospace Combat / Re: Coventional Fighter with Fusion - Why Fuel?
« Last post by DevianID on Today at 00:06:30 »
Also, as an aside, the fuel you buy in ASF isnt hydrogen with the images of fighers we have.  It must be something dense instead.  Hydrogen just takes up far far too much volume, and since the visuals of aerospace/conventional fusion fighters isnt a zeppelin/balloon shape, the fuel is likely some neutral liquid metal the fusion engine heats up to throw out the back as reaction mass, as conventional fighters have MASSIVE power to weight ratios compared to modern day fighters.  If all the fusion engine is doing is powering an electric turbine, then like you point out you shouldnt need fuel to the extent you do, instead it should be like a Vtol which also doesnt track fuel in the tactical sense when you have a fusion engine--but you also shouldnt have the massive power to weight ratio either. 

Like, a 50 ton mechbuster moving 5/8, without overthrust, can accelerate 5 hexes, which is 2500 meters, in 10 seconds.  That is 2.5g, so a 2.5 to 4x thrust to weight ratio with overthrust.  Seeing as 1.25 thrust to weight is class leading for modern jets, and .4 is good for airliners, I dont know what is pushing the mechbuster but its not just sucking up and moving air out a turbine.  Just imagine the sound of a conventional aircraft in battletech! 
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PS.

Here is that list from the MUL


Trooper TP-1R      20   236   8   Scout   XTR:Primitives V XTR:Primitives V   Advanced      2475   
Wasp WSP-1      20   314   11   Scout   XTR:Primitives II XTR:Primitives II   Experimental      2464   
Commando COM-1A      25   475   13   Scout   XTR:Primitives I XTR:Primitives I   Advanced      2463   
Commando COM-1AK      25   533   16   Scout   TtS:Kaumberg TtS:Kaumberg   Advanced      3072   
Pathfinder PFF-2      25   452   16   Scout   XTR:RetroTech XTR:RetroTech   Advanced      3075   
Pathfinder PFF-2T      25         None   XTR:RetroTech None   Advanced      3075   
Firebee FRB-1E (WAM-B)      35   514   15   Brawler   XTR:Primitives III XTR:Primitives III   Advanced      2483   
Toro TR-A-1      35   671   20   Brawler   XTR:Primitives IV XTR:Primitives IV   Advanced      2481   
Icarus ICR-1X      40   700   20   Brawler   XTR:Primitives II XTR:Primitives II   Advanced      2470   
Kyudo KY2-D-01      45   748   21   Missile Boat   XTR:Primitives I XTR:Primitives I   Advanced      2443   
Centurion CN9-H      50   848   20   Brawler   XTR:RetroTech XTR:RetroTech   Advanced      3077   
Phoenix PX-1KC      50   766   20   Brawler   TtS:Kaumberg TtS:Kaumberg   Advanced      3065   
Phoenix PX-1KL      50   930   24   Brawler   TtS:Kaumberg TtS:Kaumberg   Advanced      3070   
Phoenix PX-1KR      50   760   22   Brawler   TtS:Kaumberg TtS:Kaumberg   Advanced      3079   
Phoenix PX-1KT      50   857   23   Brawler   TtS:Kaumberg TtS:Kaumberg   Advanced      3070   
Phoenix PX-1R      50   917   21   Brawler   XTR:Primitives V XTR:Primitives V   Advanced      2474   
Rifleman RFL-1N      50   931   22   Brawler   XTR:Primitives IV XTR:Primitives IV   Advanced      2504   
Sarissa MN1-D      50   850   21   Brawler   XTR:Marik XTR:Marik   Experimental      3080   
Sarissa MN1-K      50         None   XTR:Marik None   Unknown      Unknown   
Shadow Hawk SHD-1R      50   851   22   Sniper   XTR:Primitives I XTR:Primitives I   Advanced      2467   
Dervish DV-1S      55   864   25   Missile Boat   XTR:Primitives III XTR:Primitives III   Advanced      2520   
Gladiator GLD-1R      55   1,027   27   Brawler   XTR:Primitives II XTR:Primitives II   Advanced      2468   
Rook NH-1A      55   1,197   27   Juggernaut   JHS:3076 RS:3085u-CE   Advanced      3074   
Rook NH-1X "Rook-X"      55   1,187   27   Juggernaut   XTR:RetroTech XTR:RetroTech   Experimental      3077   
Wolverine WVR-1R      55   885   23   Skirmisher   XTR:Primitives V XTR:Primitives V   Experimental      2471   
Bellerophon BEL-1X      60   957   24   Brawler   XTR:Primitives III XTR:Primitives III   Advanced      2442   
Griffin GRF-1A      60   1,024   25   Sniper   XTR:Primitives IV XTR:Primitives IV   Experimental      2465   
Ostwar OWR-2M      65   1,205   34   Juggernaut   XTR:Primitives I XTR:Primitives I   Advanced      2470   
Thunderbolt TDR-1C      65   1,237   33   Missile Boat   XTR:Primitives III XTR:Primitives III   Advanced      2491   
Archer ARC-1A      70   1,269   36   Missile Boat   XTR:Primitives V XTR:Primitives V   Advanced      2458   
BattleAxe BKX-1X      70   1,079   31   Juggernaut   XTR:Primitives II XTR:Primitives II   Advanced      2459   
Hector HOR-1B      70   949   24   Brawler   ED:AoW ED:AoW   Advanced      2471   
Helepolis HEP-1H      75   1,063   41   Missile Boat   XTR:Primitives I XTR:Primitives I   Advanced      2460   
HawkWolf HWK-3F      80   1,349   36   Missile Boat   XTR:RetroTech XTR:RetroTech   Experimental      3076   
Emperor EMP-1A      90   1,453   40   Juggernaut   XTR:Primitives IV XTR:Primitives IV   Advanced      2442   
Ymir BWP-X1      90   1,194   34   Missile Boat   XTR:Primitives V XTR:Primitives V   Advanced      2462   
Mackie MSK-5S      100   1,436   36   Sniper   XTR:Primitives I XTR:Primitives I   Advanced      2439   
Mackie MSK-6S      100   1,461   36   Juggernaut   TR:3075 RS:3075u-AW   Advanced      2443   
Xanthos XNT-2O      100   1,300   35   Juggernaut   XTR:Primitives IV XTR:Primitives IV   Advanced      2564   
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I'm curious.

What did you find wrong with the list from the MUL when you selected the following?

Tech = Primitive
Availability = Jihad

That should give you anything that was available in the Jihad.

And by default, since I'd think most Primitive tech was "Extinct" prior to the Jihad, if it shows up again its because its "In Production".

As I mentioned above the "Production Era" field is only for the first era that something is created, its Introduction Era, not every era its in production.

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