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BattleTech Miniatures / Re: Cranston's December minis
« Last post by jimdigris on Today at 06:52:17 »
Calvin could have been a protégé of the master, but not the protégé.
Wow, theres....a LOT being discussed here, and it's giving me some rethinks to the overall rules modding.
With all arguments so far presented, its hard to see Battlemech mode as not delicate compared to other battlemechs still. However, if we instead tweaked the other two modes, it becomes a bit more acceptable for more intricate operations.
Seems like theres also a major dissagreement on the Air Mech mode and what's so janky about it, speed being one of the major contentions.
The 5% weight has been my attempt at correcting some of the problems with how delicate and easily killed the LAM's are (for Battlemech and ASF, usually in the department of Speed/Armor/Weapons attributes, one is OK, one is bad, and the remaining one is terrible. Or all attributes are just overall bad in both modes). JJMPx2 was my way of curbing some of the heavy speeds LAM's can fly at, which make them pretty hard to hit overall. Then again, with having to change elevations at times (and the current contention on what an Air Mech can do, thanks to some stated rules seeming to compete with other stated rules from what Syzyx says), and the whole 5MP needed for takeoff by using its hover mode.
I see what Riflemech is talking about with Turn Modes being an issue and the targeting modifier. And honestly, Air Mech mode going so fast actually gives credence as to why not giving it advanced technology makes sense.
So there's a couple of possible paths to take for balancing as opposed to my previous version:
Option 1:
- Weight reduced to 5% of frame.
- In addition to the 1 Ton of fuel, each JJ gives you a quarter Ton (20pts) of fuel built into their design.
- ASF mode gains +1 MP for Safe Thrust.
- Air-Mech Cruise MP = (JJx2)+2 (due to wings being treated as Partial Wings)
- Increasing Elevation when Expending Cruise MP costs 1 MP each, however, does not cost anything more to maintain elevation.
- There is no Turning Mode for Cruising MP, only for Flanking MP, and Flanking MP only incures air-slip of Turning Mode limit is broken.
- No 5MP necessary to take off from the ground, only to hover.
- Air Mech gains +2 to hit while expending Cruise MP, and +3 when expending Flank MP.
- AirMech Mode can carry objects in arms, but must drop them when converting to ASF or Battlemech mode.
Option 2:
- Weight is 10% of frame.
- In addition to the 1 Ton of fuel, each JJ gives you a quarter Ton (20pts) of fuel built into their design.
- ASF mode gains +2 MP for Safe Thrust.
- Air-Mech Cruise MP = (JJx3)
- There is no Turning Mode for Cruising MP, only for Flanking MP, and Flanking MP only incures air-slip of Turning Mode limit is broken.
- Air Mech gains +2 to hit while expending Cruise MP, and +3 when expending Flank MP.
- AirMech Mode can carry objects in arms, but must drop them when converting to ASF or Battlemech mode.
Wondering how these options fare compared to previously.