BattleTech - The Board Game of Armored Combat

BattleTech Game Systems => General BattleTech Discussion => Topic started by: Daemion on 22 April 2018, 03:02:11

Title: What Do You Miss From Older Rule-sets?
Post by: Daemion on 22 April 2018, 03:02:11
Upfront Request: I know that Total Warfare is the latest and greatest, and its accolades have been sung many a time on these boards.  That's not the topic. I'd prefer such comments about it being 'the best version' and 'perfect' be left out of this thread, thanks.

I'm a longstanding BT Player, and though I didn't really get into BT until just before the release of the BattleTech Master Rules, I did cut my teeth on the 2nd ed boxed set rules, and saw the 4th ed box, too.

There are things out of the older sets that I still enjoy, and I'll break out the older rules to play a game once in a while.  Have some ongoing campaigns that I run strictly in those rules.

My question to the rest of you is pretty much in the title: What, if anything, did you like from the older rules?

I have lots, but I'll start the conversation with sharing three:

1) Clearing woods - I actually liked how the BMR handled it, rolling less than or equal to a weapon's damage value to see if you took a woods hex down a level. It was very streamlined and easy to remember, compared to the point tracking of Terrain Factor now, or the limited list of weapons which 'did it' from the 2nd ed rules. I actually wish that the 'tournament rules' of Total Warfare had gone this route for buildings, too.  There's a lot to be said for less record keeping.

2) Two locations on tanks - Specifically, the fact that tanks only took damage to one or two locations down any given facing. If glancing hits are considered part of 'missing' in the game, then shots drifting to sides adjacent to the one directly facing the attacker make no sense.  It also made them die faster - and that's what we want in faceless mook units, right?

3) Standardized Physical Attack Base To-hits - There was one thing where the green pilots could shine, putting them on the same footing as more experienced pilots: being able to punch and kick.  With the standardizing of basing it on piloting, even that little spot of excellence was taken from them. It also backed up the notion that physical attacks were stock programmed options that a pilot could just hit a trigger for, like Rock-em-Sock-em.  The truly stylized attacks would have been something that specialized pilots, dedicated to the art, would have done.

Don't get me wrong, I actually like applying the piloting as a base-to-hit, but I think it should have been more limited, or both options should be available. Personally, I think the piloting skill base and modifiers should have been a Special Pilot Ability for pilots that specialized in melee combat.

So, I pass on the discussion to the rest of you.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: SCC on 22 April 2018, 03:08:50
Some of the way Anti-Missile Systems worked was nice.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Challenger on 22 April 2018, 06:11:41
The ability to under-load omnifighters from aerotech 2. Gave you the ability to change not just the loadout but the thrust profile as well!

Challenger

Title: Re: What Do You Miss From Older Rule-sets?
Post by: nckestrel on 22 April 2018, 07:03:17
Vehicles being junk, but hovers able to go fast without skidding.
Vehicles, just because i liked having mooks. I know it didn't really make "sense", but for making 'mechs feel like kings, it was great.
Hovers, I know they needed balancing, I just hate the skidding rules.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Domi1981 on 22 April 2018, 08:37:49
The clear and simple layout of the books.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Brakiel on 22 April 2018, 08:55:25
Some of the way Anti-Missile Systems worked was nice.

Agreed. The ammo consumption was crazy bad, but it did offer actually pretty good protection. IIRC it was 1D6 missiles shot down for IS, and 2D6 for Clan. For something that could only be used once per turn, I thought it was a reasonable investment of tonnage. As is, I often end up debating whether I should take AMS over something like ECM, assuming I had the choice. The flat -4 to cluster roll doesn't really click with me, especially if Streaks were fired. I feel like AMS should get the chance to negate a salvo, especially if its a particularly small one like a SSRM2 or 4. Should there ever be another rules revision, I'd like to see those old rules return, but with the current rules for ammo consumption. If necessary, rejigger the ammo per ton (or heat in the case of LAMS) to balance it out.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 22 April 2018, 09:45:51
The clear and simple layout of the books.
In that vein, rule books with just rules... The fact that the fiction sections don't have page numbers makes them doubly annoying.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 22 April 2018, 09:48:15
In that vein, rule books with just rules... The fact that the fiction sections don't have page numbers makes them doubly annoying.

Special equipment rules having their own dedicated section, and not flowing directly from the combat rules in the combat section.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Hythos on 22 April 2018, 10:41:16
Use of two hatchets in one melee phase, and on the punch-chart.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 22 April 2018, 11:27:23
Concise rules that don't try to account for every edge case. As I move on to writing for other companies, this is something I'm seriously having to unlearn. For one article I'm doing for Ogre, once I stopped trying to write the rules to cover every possibility, I was able to condense about half a page into two sentences.

Simple - or even no - ECM/ECCM rules. The makers of Star Fleet Battles have said that their game's electronic warfare rules are the most universally-ignored subset of the entire system, and cut the very concept from Federation Commander. As far as I'm concerned, BattleTech's ECM/ECCM rules are pure wasted page count. If I had my druthers, I'd retcon the ECM Suite (and related items) completely out of the game, or reduce its effects to a flat +1 to enemy fire passing near the carrying unit.

No (or very few) special ammunition types. Yet another "rules bloat for little effect" item. Infernos, sure. Smoke LRMs, okay. A dozen variant warheads for each missile launcher type? No.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Fat Guy on 22 April 2018, 11:44:07
Use of two hatchets in one melee phase, and on the punch-chart.

None of that was ever in any official rules.    ???
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Porkins on 22 April 2018, 12:07:00
Special equipment rules having their own dedicated section, and not flowing directly from the combat rules in the combat section.

So much this!  The BMR was my favourite rule book for battletech and that sentiment is echoed by everone in my gaming group.  You could find something in seconds and in one spot, not four.  I miss that layout.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 22 April 2018, 12:22:46
Concise rules that don't try to account for every edge case. As I move on to writing for other companies, this is something I'm seriously having to unlearn. For one article I'm doing for Ogre, once I stopped trying to write the rules to cover every possibility, I was able to condense about half a page into two sentences.

I think the common misconceptions section at the end of BMM was a good way to address the ways people misconstrue the rules as written like they were in BMR

Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 22 April 2018, 12:55:09
I think the common misconceptions section at the end of BMM was a good way to address the ways people misconstrue the rules as written like they were in BMR

That's a great addition, yes. But it also shows the futility in expanding rules to account for edge cases and "accidental" misreadings: many of the rules in question were worded just fine in the BMR. One of the most common mistaken rules is when re-rolling torso or arm critical hits (that is, you're supposed to re-roll both dice, not just one). It's been practically unchanged since Battledroids, yet folks still get it wrong!
Title: Re: What Do You Miss From Older Rule-sets?
Post by: SteelRaven on 22 April 2018, 14:25:59
The only thing I miss is how easy it was to kill infantry and tanks. Sure, no one used infantry or tanks (or machine guns) but it made mechs the unquestionable kings of the battlefield.

Only reason I miss it is because of the zerg rush crowd always post 'Y not tanks? Y mechs at all?'   
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Syzyx on 22 April 2018, 14:53:48
I feel that I am in the vast minority in this, but I greatly prefer the old partial cover rules. It's hard enough to land a hit in BattleTech as it is. Landing one only to waste time with another roll that negates it is frustrating at best.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 22 April 2018, 17:14:18
I feel that I am in the vast minority in this, but I greatly prefer the old partial cover rules. It's hard enough to land a hit in BattleTech as it is. Landing one only to waste time with another roll that negates it is frustrating at best.

I've gone back and forth on that myself.  I really hate mechanics where after I make my to hit roll I still miss but going straight punch table was a bit much.  So I'd be all for a compromise of some sort where leg locations just took reduced damage instead when rolled.  Could even vary it by what was in the way of the legs if one really wanted to as well.

The only thing I miss is how easy it was to kill infantry and tanks. Sure, no one used infantry or tanks (or machine guns) but it made mechs the unquestionable kings of the battlefield.

Only reason I miss it is because of the zerg rush crowd always post 'Y not tanks? Y mechs at all?'   

*nod*

Vehicles probably did need a bit of help but they do feel a bit too good now versus older rules and I do have to argue way harder than I feel I should for what is supposed to be the staple of this game to be the king.

Some of the way Anti-Missile Systems worked was nice.

Another one I am torn on.  AMS isn't effective enough against smaller missile launchers under current rules, streaks in general, but the reduced ammo consumption was an absolute godsend.  Though I'd be loathe to add another roll to the game when we already have so many.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: SteelRaven on 22 April 2018, 17:32:10
*nod*

Vehicles probably did need a bit of help but they do feel a bit too good now versus older rules and I do have to argue way harder than I feel I should for what is supposed to be the staple of this game to be the king.

Game balance isn't easy and it doesn't help wargamers in general over analyze everything.   
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Fear Factory on 22 April 2018, 17:43:48
I do miss vehicles being flimsy...  honestly, the game revolves around 'Mechs, so anything other than a 'Mech should be usable but squishy.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 22 April 2018, 17:49:01
I think not being able to survive destruction of a section is flimsy enough, honestly.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Cannonshop on 22 April 2018, 17:50:29
hmmmm....

VTOL hit location table, rotor destruction rules from BMR were actually pretty solid, and emphasized the fragility of the unit-type while still leaving it effective, (along with the movement modifiers.  Plus five after calculation at 10/15 with a single facing change).  Also miss the days when a five point hit-as in any hit of five or more, would drop a VTOL, the adopting of Munchtek's 'one point rule' to rotors was a mistake, it just flipped their relative position with pre-nerfing Hovertanks. and honestly, it's a set of changes obviously meant to make the Yellowjacket and similar designs viable-when there is no real need to do so.

The main reason I miss it though, was that it underlined how VTOL use was different from 'mech use, and how the VTOLs as a class had diminishing returns as you went up in tonnage-that being, heavier VTOLs tended to be not only slower, but also less effective (culminating in the Yellowjacket, which was, and largely remains, one of th more expensive ways to give your opponent a Gauss Rifle as salvage.)

The Vehicle Ground hit table.  (tracked, hover, wheeled).  This made running vee forces substantially different in style from running 'mechs, esp. at the higher end, since parking was a suicide pact under BMR, and slower vees were basically high-value targets.  Inferno rules espl. hold a place in my heart, because it underscored that your Alacorn was in danger from that COM-2D commando that came through the woods to catch it...

on 'paradigm'; the TW ground vehicle rules encourage 'bunkering' (Find a place to park, and wait a few hours for fire to penetrate your armor).  The old system's crit table was simple, easy to memorize, easy to teach, and could fit on the same paper with the damage diagram, thus making it less like a 'mech (which is a good thing, given the setting's emphasis on who is, after all, king of the battlefield).  Under total warfare, you could NOT afford to park  your vehicles the way you park  your Clanner Assault munchmek, and roll dice at medium range against someone else who is parking his clanner assault munchmek for an hour or two before it's time to go watch sportsball on ESPN.  The reason was, there was a weapon in play that would make you DIE if you stayed in one place after it missed you.  this makes for a much more fluid battlefield.  (make your survival roll, and move your ASS before it kills you is a more fluid battlefield.)

with VTOLs, there was a way to use them, and again, it wasn't 'park and shoot'-you needed high cruise, with long range weapons if you wanted to keep that VTOL useful. 



I do like how they added sideslip/skidding to Hovers, but they didn't need to change Infernoes vs. Vehicles or the hit tables on vees-those worked, you could run 3025 era mixed regiments in a single afternoon, and company level clashes in a couple hours using vees, things got decisive quickly.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 22 April 2018, 17:52:56
Another one I am torn on.  AMS isn't effective enough against smaller missile launchers under current rules, streaks in general, but the reduced ammo consumption was an absolute godsend.  Though I'd be loathe to add another roll to the game when we already have so many.

On the other hand, under the old rules AMS wasn't very effective against large missile launchers, especially MRMs.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Fear Factory on 22 April 2018, 18:02:49
I think not being able to survive destruction of a section is flimsy enough, honestly.

Yeah.  Your results may vary.  The older ruleset was fine, IMO.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 23 April 2018, 07:53:58
I seem to be in the minority here, but I rather appreciate most of the changes in Total Warfare. I'll agree that the organization of the book is pretty lacking, but I like having the clarifications, edge cases and wrinkles spelled out, where possible. I'm also a fan of rules that encourage people to actually take advantage of vehicles, partial cover, etc.

To each their own, I guess.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: mbear on 23 April 2018, 08:36:09
I seem to be in the minority here, but I rather appreciate most of the changes in Total Warfare. I'll agree that the organization of the book is pretty lacking, but I like having the clarifications, edge cases and wrinkles spelled out, where possible. I'm also a fan of rules that encourage people to actually take advantage of vehicles, partial cover, etc.

To each their own, I guess.

I'm going to agree with klarg on all points. Organization took a hit, but explicit is better than implied for me as well.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 23 April 2018, 09:03:39
I feel that I am in the vast minority in this, but I greatly prefer the old partial cover rules. It's hard enough to land a hit in BattleTech as it is. Landing one only to waste time with another roll that negates it is frustrating at best.

You're not. It was equally exciting for both sides. I actually prefer them. You took a huge gamble taking it, but the reward looked pretty good. It was especially effective if you could also apply terrain, either natural (on the map woods) or applied (smoke).


I've gone back and forth on that myself.  I really hate mechanics where after I make my to hit roll I still miss but going straight punch table was a bit much.  So I'd be all for a compromise of some sort where leg locations just took reduced damage instead when rolled.  Could even vary it by what was in the way of the legs if one really wanted to as well.

Leg hits are treated as corresponding arm hits. Did that for an alternate setting, and my friends like it.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 23 April 2018, 09:18:29
Leg hits are treated as corresponding arm hits. Did that for an alternate setting, and my friends like it.

I wouldn't be opposed to that either for simplicity's sake but it creates a bit of a problem for quad mechs where there would be no getting around concentrating damage a bit unfairly which is why I think a reduced damage to the legs mechanic would be better.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Bedwyr on 23 April 2018, 10:20:50
That's a great addition, yes. But it also shows the futility in expanding rules to account for edge cases and "accidental" misreadings: many of the rules in question were worded just fine in the BMR. One of the most common mistaken rules is when re-rolling torso or arm critical hits (that is, you're supposed to re-roll both dice, not just one). It's been practically unchanged since Battledroids, yet folks still get it wrong!

You're not wrong, but I think that having rulings on edge cases is a good thing. Just probably the primary rule book shouldn't be the place to carry "case law". That's what the internet is for. It can store scads of data and information to clarify anything.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 23 April 2018, 10:22:08
If you want to simulate the old partial cover rules, just use the Aimed Shot rules from TacOps.  Mathematically it's identical.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: sadlerbw on 23 April 2018, 11:45:21
I kinda miss infernos being only for size-2 SRM racks. Don’t remember which ruleselt that came from, but it made the size-2 racks suck just a wee bit less.

I liked tanks and infantry being real squishy, but looking back I think that was as much because I could ignore them (and the extra rules associated with them) more easily when they were cannon fodder. These days I play mostly Alpha Strike, so I have less rules to remember in general, but I still feel like vehicles are a little too durable. Infantry...I guess standard infantry are plenty squishy with the right weapons, but I wouldn’t mind them being a little easier to take out, even with the wrong weapons. Again, less of an issue in AS, but BA especially can still be tough little boogers. I realize this is in direct conflict with what some other fans want. They want infantry to have a valid role on the battlefield. I just want them to make a satisfying crunch when you accidentally step on them. We’ll just have to agree to disagree, I suppose.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Psycho on 23 April 2018, 12:47:01
You're not. It was equally exciting for both sides. I actually prefer them. You took a huge gamble taking it, but the reward looked pretty good. It was especially effective if you could also apply terrain, either natural (on the map woods) or applied (smoke).

In that vein; being able to aim with pulse lasers. Yes, there are ways to break it (custom Dire Wolf load with 0 gunner, etc), but for the vast majority of situations, it's a tactic and not a game-breaker. Especially when a design mixes weapon types, like the Warhawk H, there was a balance between the accuracy of the pulses versus the inaccuracy of everything else. It became a gamble knowing you would likely land the shots un-aimed, but get the bigger payoff with the far lower probability of the aimed shots.

Between keeping the +3 to-hit, eliminating pulses from aiming, and then only having about a 50% chance of actually hitting the targeted location, it's become extremely rare to see anyone try aimed shots on anything but an immobile target.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Iceweb on 23 April 2018, 23:27:18
I do have issue with the partial cover rules giving misses. 
It's not so much the miss itself as the fact that when shooting into cover a greenhorn has as much chance of hitting dirt as the aceist ace.

Since my play these days is megamek I would love a partial cover option with a heavier modifier, that kept the same area hit probabilities.  Aka this table would still only have a 1/36 chance of hitting the head, but would include no leg locations. 

Taken to it's extreme if you fire torpedoes at the legs of a mech in depth 1 water you should not miss if you roll anything but a leg location. 
Things just don't work like that. 

I would also like better scaling on infernos against soft targets. 
Maybe one salvo of SRMs uses the current rules for generating crits on a tank, but the next one gets a plus 1 bonus to the roll that keeps increasing for each salvo, until the unit reaches an end phase with out any inferno strikes that round. 

Old infernos might have been overpowered, but currently they are almost annoyances.  No matter how heavy a tank you might be you should fear infernos, especially repeated blankets of their napalm.     

The current rules for the anti-missile system are fine, but I like the idea that it works better against small salvos as there are only a few to knock down, and also gets some bonus against massive salvos as it has a target rich environment. 
Overly complicated for table top but again I am having megamek do all the work for me. 

My personal old rule that I wish still existed is that mechs could be rebuilt unless the CT was knocked out by artillery or an ammo explosion.   
The idea that the CT getting knocked out turns a mech into a bunch of spare parts never meshed well with the fluff that these warmachines were multigenerational family heirlooms passed down from parent to child. 
They just seem to fragile for that now.   
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 24 April 2018, 00:52:02
I wouldn't be opposed to that either for simplicity's sake but it creates a bit of a problem for quad mechs where there would be no getting around concentrating damage a bit unfairly which is why I think a reduced damage to the legs mechanic would be better.

Forelegs take the hit down the front. Rear legs down the rear. Side legs down the appropriate side. It's not hard.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 24 April 2018, 01:02:46
I kinda miss infernos being only for size-2 SRM racks. Don’t remember which ruleselt that came from, but it made the size-2 racks suck just a wee bit less.

BattleMech Manual ('87) for sure. Unsure if it was in CityTech. BMR changed it to all SRM racks

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 24 April 2018, 08:16:38
I miss the hour-long arguments.

"Rear shot!"
"No way, I torso twist. You're shooting into my left side arc!"
"No, I'm on your six, I get a rear shot."
"Nope, I twisted so only that Charger seven hexes away can rear-shot me."
"Nu-uh!"
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Fat Guy on 24 April 2018, 10:10:45
Two gyro hits killing the 'Mech never made much sense, but did make for a faster game.   ;)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 24 April 2018, 10:12:10
I don't recall it actually killing a 'mech... just immobilizing it... ???
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Fat Guy on 24 April 2018, 10:20:49
Back in Battledroids and the Second Edition box on the charts, 2nd gyro hit was "Gyro Destroyed. 'Mech out of game."

Oddly enough, I encounter people from time to time who believe it still is!

The weird thing is, the rulebooks in both boxes get it right, only the tables get it wrong.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 24 April 2018, 10:34:18
Ah, thanks!  Sounds like something we worked out early on then...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 24 April 2018, 13:02:54
I've played a lot of games where two gyro hits took a mech out of play.  But that was because Forced Withdraw rules were in effect.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 24 April 2018, 23:21:24
Concise rules that don't try to account for every edge case. As I move on to writing for other companies, this is something I'm seriously having to unlearn. For one article I'm doing for Ogre, once I stopped trying to write the rules to cover every possibility, I was able to condense about half a page into two sentences.
Concise, clear rules in the basic area, with edge cases covered in extra rules sections about that edge case, is what I prefer. It's (another) reason I hated the Warmachine rules, but liked the way that FFG has set up their Star Wars wargames.

The number of edge cases covered in Warmachine's overcomplicated, hacked-together mix of small scale/large scale wargaming rules is almost crazy, and makes a given rule nearly impossible to find during an argument because you'll be looking in one place for when and how to reactivate warjacks (the WARJACK CHAPTER) only to find it in the combat section! Contrasted with SW: Armada or Legion, where the basic rules cover how to play with the components in the core box with very basic rules, and THEN they give a nicely organized appendix which clearly states each non-critical rule in alphabetical order and how the new rule breaks the old rules and in what very specific way...

The Rules Reference for SW:Legion is a thing of beauty, and shows how the devs have learned to write their rules for playability. It also cheeses me off that it's not included in the basic box, only as a .pdf, but some days you just can't win.

Quote
Simple - or even no - ECM/ECCM rules. The makers of Star Fleet Battles have said that their game's electronic warfare rules are the most universally-ignored subset of the entire system, and cut the very concept from Federation Commander. As far as I'm concerned, BattleTech's ECM/ECCM rules are pure wasted page count. If I had my druthers, I'd retcon the ECM Suite (and related items) completely out of the game, or reduce its effects to a flat +1 to enemy fire passing near the carrying unit.
Wait, Federation Commander is based off Star Fleet Battles? This is relevant to my interests.

But your idea is what the Battletech game desperately needs more of: Simplification.

Trim the fat, dammit, and there's a LOT of fat which has built up over thirty years. It isn't just flabby, it's morbidly obese. When the reference tables for your basic game book, just the stuff you need to play with some 'Mechs, some tanks, and maybe some buildings, occupy FIVE PAGES, that's bad. Almost unplayable. Either you have to have internalized them over decades of playing, OR you use a computer to do it.

The only problem with changing the rules to make them better is that there are players who still complain about rules changes that happened what, twenty years ago? Only minor offense intended, people pining away for the days of having your 'Mech's head removed by gauss rifles on a one in six chance rather than a one in thirty-six chance, thus making partial cover a NEGATIVE game effect rather than a POSITIVE one, but it's true: the rules removed and changed were bad rules. Arbitrary. Nonsensical. Negative play experiences.

And Battletech is the worse for being a virtual prisoner to those players with grognardian tendencies, with the devs so timid about redesigning the game that it took almost four years to recognize and make official the Quickstrike rules - which were just the Battleforce rules from the 1980s at its core. And they were right! The bellows from some of the people on this forum about Alpha Strike, and the players still adamant about how terrible it is, showed that Battletech's worst enemy is all too often its own players.


I just... I mean, I hate to be the fart in the elevator here, but I can't help it. I feel as though this thread is everything wrong with Battletech, in a tight package.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 25 April 2018, 00:03:52
But your idea is what the Battletech game desperately needs more of: Simplification.

Trim the fat, dammit, and there's a LOT of fat which has built up over thirty years. It isn't just flabby, it's morbidly obese. When the reference tables for your basic game book, just the stuff you need to play with some 'Mechs, some tanks, and maybe some buildings, occupy FIVE PAGES, that's bad. Almost unplayable. Either you have to have internalized them over decades of playing, OR you use a computer to do it.

This.  Especially since the only things that regularly get referenced on those five pages of tables in most games is: the cluster table, the hit location tables, the terrain movement modifier table, and the piloting check modifier table.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 25 April 2018, 01:26:12
So many tables that they were released as separate products! And yeah, I think the game needs a major simplification, and I think the way to do it is to start with the Second Edition rulebook, fix its flaws, and then very carefully consider everything new added over the past 30 years.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 04:31:58
*snip*
The only problem with changing the rules to make them better is that there are players who still complain about rules changes that happened what, twenty years ago? Only minor offense intended, people pining away for the days of having your 'Mech's head removed by gauss rifles on a one in six chance rather than a one in thirty-six chance, thus making partial cover a NEGATIVE game effect rather than a POSITIVE one, but it's true: the rules removed and changed were bad rules. Arbitrary. Nonsensical. Negative play experiences.
*snip*
That's more a gauss rifle problem than one with the way partial cover used to work.  The old rule was, in fact, simpler.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 25 April 2018, 04:50:49
That's more a gauss rifle problem than one with the way partial cover used to work.  The old rule was, in fact, simpler.

No. The old partial cover rule was bad. It's just that its replacement is equally bad. The partial cover hit location chart should be 2D6, just reconfigured to only include the head, arms, and torso.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 05:11:30
"Just as bad", but in a different way.  It added a die roll to the process of determining if you actually hit your target.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Porkins on 25 April 2018, 06:12:53
No. The old partial cover rule was bad. It's just that its replacement is equally bad. The partial cover hit location chart should be 2D6, just reconfigured to only include the head, arms, and torso.

Except that solution doesn't help when you use miniature rules with an arm or specific torso covered rather than the legs.  And it adds yet another table which you already identified as a problem.

I agree though that both the old and new partial cover rules are broken.  An easier idea that requires no additional charts is to just use the damage transfer chart.  So you have to pay the +1 to hit penalty for a unit with its legs or an arm covered but if you do hit and roll that location then it transfers to the torso.  Seems pretty simple.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: mbear on 25 April 2018, 07:13:29
No. The old partial cover rule was bad. It's just that its replacement is equally bad. The partial cover hit location chart should be 2D6, just reconfigured to only include the head, arms, and torso.

Wait. What? I don't understand how that's any different than using the punch table. What I'm hearing in my head is "I want to make a punch hit table that has twice as many numbers in it" which I don't think is what you want.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: mbear on 25 April 2018, 07:38:31
And now that I think about it some more, the one thing I really miss is non-glossy paper. I pulled out my copy of the Rules of Warfare and found all sorts of notes written in pencil. House rules, clarifications, etc.

Of course most of the corrections and clarifications I wrote down were integrated into the core rules, so I guess it's a wash.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: grimlock1 on 25 April 2018, 08:45:31
This.  Especially since the only things that regularly get referenced on those five pages of tables in most games is: the cluster table, the hit location tables, the terrain movement modifier table, and the piloting check modifier table.
I like to use the table sheet in the back of my 4th ed box, just because it's more compact.  I've made annotations for things like partial cover. 
And I take advantage of SSW's options to print some tables right on the record sheet.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 25 April 2018, 09:36:54
Wait. What? I don't understand how that's any different than using the punch table. What I'm hearing in my head is "I want to make a punch hit table that has twice as many numbers in it" which I don't think is what you want.

No. 2D6 means that hits are distributed along a bell curve, as with the standard hit location tables. That means you can more easily - and dramatically - weight certain results against others. So rolling a "2" to hit the head isn't one-in-eleven, it's one-in-36. The punch hit location table is 1D6, so there is no bell curve. Every result is just as equal as the others, so you get a one-in-six chance to strike the head.

The issue here, in this case, is that under the old rules going into partial cover was perversely counter-productive. I'll gladly take a +1 to-hit if it means I'm rolling on the punch hit location table. The new rule eliminates that, but introduces the unsatisfying possibility of rolling an actual hit, but having the shot hit dirt instead of the target. Whether or not it's "realistic," it's not fun to think you've managed a difficult shot only to see the target literally unscathed.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Adrian Gideon on 25 April 2018, 09:48:58
Right. The +1 should be taking into account the smaller target area, iow if you hit, it’s within that area, not the legs. I could readily see a +2 and then a 2d6 roll for location, I’d just hate to see *another* table. Maybe standard table, leg hits equal corresponding torso.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 09:49:11
The old rule was +3 to be hit, so it was often worth it.  Especially back when 4 gunnery was normal.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 25 April 2018, 09:51:57
The issue here, in this case, is that under the old rules going into partial cover was perversely counter-productive. I'll gladly take a +1 to-hit if it means I'm rolling on the punch hit location table. The new rule eliminates that, but introduces the unsatisfying possibility of rolling an actual hit, but having the shot hit dirt instead of the target. Whether or not it's "realistic," it's not fun to think you've managed a difficult shot only to see the target literally unscathed.

I agree with the problems with the old partial cover rule (It quickly became apparent that the shooter benefited more at close ranges), but I think the original modifier was +3, wasn't it? The new version lowered the penalty in exchange for the full hit table.

Personally, I think it's a big improvement.

As far as reducing some of the cruft, the Battlemech manual was supposed to do some of that by creating a book that contained the core rules, without needing mechanics for dirigible aircraft carriers or semi-aquatic steam locomotives. I'd accept that it may not hit the mark, but it's something.

I think a discussion on how to write an organize a rulebook, while a very worthy thing, probably would need its own thread.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Adrian Gideon on 25 April 2018, 09:57:43
Concise rules that don't try to account for every edge case. As I move on to writing for other companies, this is something I'm seriously having to unlearn. For one article I'm doing for Ogre, once I stopped trying to write the rules to cover every possibility, I was able to condense about half a page into two sentences.
I've been coming to the same conclusions. I agree with the the rest of what you wrote, but primarily this.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 25 April 2018, 10:25:13
I don't see what's wrong with the Total Warfare partial cover rules.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Bedwyr on 25 April 2018, 10:33:34
I don't see what's wrong with the Total Warfare partial cover rules.

I think what they're getting at is that the effect of the exposed portion of the 'Mech would prompt the shooter to focus on the exposed part and not the covered part. It is, in effect, a loss of verisimilitude in the response of a reasonable, trained gunner. I'm not going to argue one way or the other, but I think that represents what's behind the opinion.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 11:10:10
The thing I was trying to point out was that even if it was "bad" before, it wasn't remarked upon as such until we started having Gauss Rifles, clan ER PPCs, and 2 gunners commonly on the battlefield.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 25 April 2018, 11:20:37
I think what they're getting at is that the effect of the exposed portion of the 'Mech would prompt the shooter to focus on the exposed part and not the covered part. It is, in effect, a loss of verisimilitude in the response of a reasonable, trained gunner. I'm not going to argue one way or the other, but I think that represents what's behind the opinion.

Ah.  Well, that gets into how silly weapons scatter tends to be in Battletech in the first place.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: sadlerbw on 25 April 2018, 11:30:52
So, at the risk of derailing the thread, if you want to see a tighter, more simplified set of rules, why not Alpha Strike? The Rulebook is svelte in comparison to TW and covers pretty much all of the same units in a very compact page count. Now, it still has a bit of 'optional rule-itis', but so far it is confined to about 60 pages of advanced rules in the main book, and the Companion which is really more of a strat ops/tech manual rolled into one.

Now I won't say it is perfect, especially in the Aerospace side of the game, but it does a lot of the simplification that people seem to like. So why would you still prefer to simplify TW rather than just play the Alpha Strike rules? I know that, for me personally, the two things I miss are multiple hit locations, and firing individual weapons. Other than that, I'm having a hard time coming up with any abstractions or simplifications in AS (well, the ground fights anyway) that bother me. So, again, what do you find over-simplified in AS that makes you still want a more focused TW ruleset?

Lastly, my suggestion for partial cover would be to give up on the extra tables or rolls that realism would require and just make it a flat to-hit modifier. The current rule is still only kinda, sorta realistic, and just adds complexity and throws off the to-hit odds in wacky ways that a simple to-hit mod doesn't. Basically, the +1 and no-legs rule front-loads your failures, so that you do no damage on easy shots more often while a straight +2 keeps the bell curve-like shape and does more to make previously middling shots harder. For fun, here are your probabilities to hit and do damage with the current +1 and no legs rule (assuming a front/rear hit, it's a bit worse on the side hit location tables), and also with a straight +2 to-hit.

**base to-hit number--**chance with +1 and leg roll--**chance with +2--
275.6%91.7%
371.3%83.3%
464.8%72.2%
556.2%58.3%
645.4%41.7%
732.4%27.8%
821.6%16.7%
913.0%8.3%
106.5%2.8%
112.2%0%
120%0%

As you can see, the leg roll makes easy shots harder than just adding a +2 to-hit does. Overall, you are about as likely to do damage either way, it's just more likely to miss an easy shot with the +1 and no legs. This is part of why I don't like it. I much prefer the straight + to-hit that Alpha Strike uses.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 25 April 2018, 11:33:07
Ah.  Well, that gets into how silly weapons scatter tends to be in Battletech in the first place.

this is how i imagine BT hit locations playing out

https://www.youtube.com/watch?v=tBz3PqA2Fmc&feature=youtu.be&t=1m32s

I've been coming to the same conclusions. I agree with the the rest of what you wrote, but primarily this.

is this why the new box set rulebook is 48 pages instead of the ~85 page book from the previous box incarnation?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 25 April 2018, 11:38:05
I miss not having a weapon or type of armor for every conceivable situation.

I miss everything being able to fit into one Compendium. 

Mostly I just miss the Compendium. 
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 25 April 2018, 11:42:49
this is how i imagine BT hit locations playing out

https://www.youtube.com/watch?v=tBz3PqA2Fmc&feature=youtu.be&t=1m32s

Yeah, something like that.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Paul on 25 April 2018, 11:58:40
I've been coming to the same conclusions.

And it's a nice dream, but impossible. Just eyeball the Rules Questions forums for a while to spot how the edge cases come up. Recent example: what happens when you Combat drop (simple rules) and your Jump Pack is destroyed (or effectively, if you lose your Jump MPs due to damage) on the way down? There is no way to tackle that item without adding more text.

The real underlying problem is:
More options in gameplay = more interactions = more text = more complexity

You cannot reduce the complexity without removing options. Literally impossible.

Heck, just look at Colbosch' suggestion on Partial Cover: Another ****** table! =)

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 12:03:08
Sadlerbw: You're getting close to why the original modifier was +3...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 25 April 2018, 12:06:12
*nod*

Though to be clear I'm not advocating new tables or using punch tables.  I just really dislike mechanics where you make your to hit roll then you still miss.  So I do push for the reasonable compromise of let legs take reduced damage.  We are talking about fairly high powered weapons here and it is possible that the tops of the legs are exposed enough to take some damage despite the object providing partial cover taking part of the hit.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 25 April 2018, 13:09:18
And it's a nice dream, but impossible. Just eyeball the Rules Questions forums for a while to spot how the edge cases come up. Recent example: what happens when you Combat drop (simple rules) and your Jump Pack is destroyed (or effectively, if you lose your Jump MPs due to damage) on the way down? There is no way to tackle that item without adding more text.

I disagree. When I was writing for GURPS, one of the key points in the writers' guidelines was "never write a new rule when an existing one will do." So, in the case of FUBAR combat drops, refer the player to the rules for falling with an arbitrary height (20 levels should ruin just about anything), or just say that the unit is destroyed. But that's not really an edge case; those rules really should've included the contingency that the drop goes bad from the beginning.

Quote
The real underlying problem is:
More options in gameplay = more interactions = more text = more complexity

You cannot reduce the complexity without removing options. Literally impossible.

Agreed. So remove options. Seriously, how many of the rules in the seven core rulebooks add interesting game choices, and how many are just page filler?

Quote
Heck, just look at Colbosch' suggestion on Partial Cover: Another ****** table! =)

Or you could just go with the previous suggestion that leg hits be treated as the appropriate torso hit. Now we've reduced a complicated rule to a footnote.

I think the important thing is to find a design goal and stick to it. The BattleMech Manual is a step in the right direction. Now that we have rules for freaking everything, we could go through and examine them all, figuring out what works and what doesn't, what could be improved, and what could be deleted outright.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Xotl on 25 April 2018, 14:03:19
I've spent a lot of time thinking about this, occasioned by my work on the Battlemech Manual.  My general thought is that there's three sets of rules you want to look at if you're looking at reform:

1) The base engine.  This is the heart of the game, or at least as close to one as you can get with a system like BT where you have different unit types that have different rules as to how they operate.  That's movement, fire, damage tracking.  These are the most important, as they define the majority of your gameplay experience, but are the riskiest to alter for the same reason.

2) Edgecase options.  These are areas that either rarely come up, or come up somewhat more often but have immense amounts of rules to go with them.  Skidding and clubbing are examples here.

3) Bad options.  These just suck.  HVACs and heat-resistant mech armour are the poster children for these in my mind.

With regards to #1, there's a lot in the base game that results in slow gameplay (not to be confused with difficult gameplay; BT is not a hard game, but it is a slow one).  As such, I don't think any "revert to 2nd edition" or the like type stances are useful.  The cluster table, hit location, damage tracking and transfer, and heat management are all very slow mechanics, and they're day-one choices baked right into the game.  It's true that there are some things you can do to play around with these elements.  For example, the heat band could be simplified into a green/yellow/red schema, or the cluster table reduced to 1D6 (I know this doesn't give you a bell curve, but there's no inherent advantage to that table having one so who cares).  Critical hit transfer could be simplified to not need a flow chart to follow.  But as with any such changes, you get the risk of being too extreme for the puritan grog set, and too milquetoast for people who want a seriously modern feeling game.  These are things that should have arguably been done in the late 80s/early 90s.

For 2, to me this is a cost-benefit analysis for each case.  I'm very proud of the work I did on clarifying and polishing the skidding rules in the BMM: I think they're clearer and better organized than they ever have been.  I also feel like the proud owner of one finely polished turd.  Mechs flinging themselves across a cityscape while Yakety Sax is playing can result in some hilarious moments, but not 20 rolls and three pages of rules text worth.  Why are night battles so annoying (and that's after errata)?  Why is water the deadliest environment in the Inner Sphere (piloting rolls everywhere, and then the tedium of hull breach rolls and the possible annoying effects of that).  Why do we have the cool idea for picking up an opponent's severed arm and beating him to death with it, but then a ruleset that makes that a colossally suboptimal option?  All of these could be fun if reworked, but aren't as it stands.  For each of these, either make it some combination of simple and useful, or toss it.  It's ultimately a matter of one part trimming and one part making a potentially entertaining option actually playable.

This also covers unit types.  Each comes with the necessity for its own rules exceptions.  I think its time we relegated support vehicles and protomechs and WiGEs at the very least to the "niche combat units/IntOps" type book.  At this point protos in particular are far more era-specific than LAMs ever were.  Personally I'd kill basic infantry as something that violates the setting premise of giant robots uber alles, thus also saving rules text, though I know some people really like their guys with assault rifles shooting up mechs for reasons I admittedly don't follow.

3 is self-explanatory.  They never fit unless you're actively trying to model more primitive units, in which case they can fit if simple.  But in any game suffering from a large amount of rules bloat, they should get the axe.  We don't have the luxury of "well, not everything needs to be good" any longer (and it is a luxury, make no mistake).
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 25 April 2018, 14:28:57
Re: Skidding -
I gotta admit that if the skidding rules get changed, I won't miss the current ones.

If a Mech can wade through 100 feet of trees without tripping, then the program which allows that should easily handle pavement.  I know that in a lot of our games, we've simply ignored the modifiers and made a PiSR only with damage mods.  I did play around with preplanning the turns and the number of hexes moved and calculating the modifier on that. Worked under the premise that you weren't building speed from turn to turn, but already there.

 
RE: Partial Cover -
Yeah. +3 didn't make much difference when someone had you in the short range bracket, but that was more a matter of tactics.  If someone was that close, it was time to get in and start throwing fisticuffs.


More rules I miss - I miss the concept behind BattleTroops, though there were some things in the game execution I didn't care for. Infantry deserve their own playing field.  A Time of War is okay for small, squad-level actions.  But, a large chunk of BattleTech's space-flight-and-onward history is sans-Mech, featuring platoons and companies in a firefight.

Oddly enough, I'd contemplated re-skinning a lot of the BT Mech rules by renaming things and treating Mechs as people.  I find the random body location hits far more plausible with unaided rifle fire than I do with highly advanced computers tracking and guiding Speed-of-Light (or close) shots.

   
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Paul on 25 April 2018, 14:51:40
I've spent a lot of time thinking about this, occasioned by my work on the Battlemech Manual. 

I like and approve of every part of that post.
(Didnt quote the whole thing: spam)

Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 25 April 2018, 15:33:48
Re: Skidding -
I gotta admit that if the skidding rules get changed, I won't miss the current ones.

If a Mech can wade through 100 feet of trees without tripping, then the program which allows that should easily handle pavement.  I know that in a lot of our games, we've simply ignored the modifiers and made a PiSR only with damage mods.  I did play around with preplanning the turns and the number of hexes moved and calculating the modifier on that. Worked under the premise that you weren't building speed from turn to turn, but already there.

Yikes, yeah. I found them awful and cumbersome in CityTech 1, and they've only gotten worse since. The rules are especially egregious since travelling along roads should be a net positive, since you get to avoid terrain effects of the underlying hex, but then if you take advantage of that you're more likely to lose control...bleah, I say, bleah. If I want vehicles going out of control and careening into stuff, I'll play Car Wars.

I like and approve of every part of that post.
(Didnt quote the whole thing: spam)

Agreed. I think Xotl (and to a lesser extent myself) has a unique perspective here, having dealt with BattleTech's errata. It's an experience, let me tell you, since a lot of times the Errata Coordinator ends up writing the revised rules for upper-level approval. They're seeing all of the weird interactions and edge cases that most players - and even developers - miss. However, the EC doesn't have the standing to say, "we should just delete this entire section." Believe me, I tried...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: abou on 25 April 2018, 15:38:30
That's interesting. Removing skidding entirely would speed up game play. I get why it is there in principal, but is it one of those things that slows down play and generally means you spend time flipping through a rulesbook? Yes.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 25 April 2018, 15:44:40
Yikes, yeah. I found them awful and cumbersome in CityTech 1, and they've only gotten worse since. The rules are especially egregious since travelling along roads should be a net positive, since you get to avoid terrain effects of the underlying hex, but then if you take advantage of that you're more likely to lose control...bleah, I say, bleah. If I want vehicles going out of control and careening into stuff, I'll play Car Wars.

Especially when an Urbanmech can somehow risk a skid if all it's doing is going down one block, turning a corner, and going down the next block while a Hermes that's the same size can go zipping all over the place with no risk whatsoever.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 25 April 2018, 16:03:20
They're seeing all of the weird interactions and edge cases that most players - and even developers - miss. However, the EC doesn't have the standing to say, "we should just delete this entire section." Believe me, I tried...

That would have been an interesting footnote to read. "Editer's Suggestion - Ignore Paragraphs X through Z and have fun."

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Xotl on 25 April 2018, 16:17:14
I tried having the entire C-bill section redacted from the TechManual PDF reprint some years back.  Randall politely refused.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 25 April 2018, 16:34:25
I tried having the entire C-bill section redacted from the TechManual PDF reprint some years back.  Randall politely refused.

You got him to be polite? Wow you are a wizard. :)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Psycho on 25 April 2018, 16:44:19
  Either make these some combination of simple and useful, or toss it.  It's ultimately a matter of one part trimming and one part making a potentially entertaining option actually playable.

This also covers unit types.  Each comes with the necessity for its own rules exceptions.  I think its time we relegated support vehicles and protomechs and WiGEs at the very least to the "niche combat units/IntOps" type book.

I tend to agree in principle here, though I'm not sure that protos and WiGEs are more of 2 or 3. A WiGE proto is an interesting concept, but the Svart as a design is bad. A 4/6 WiGE movement curve when the rules require you to move at least 5 hexes to remain airborne is a pretty terrible design choice. Many proto designs across the board are sub-optimal to say the least, making their inclusion in a game not very useful while adding complexity. Same goes for vehicles, to a lesser degree. Skidding and easy motive damage turn what could be solid, fun designs into things that can be useful, but are not simple. Or they get grounded and aren't even useful. I'm not sure what making WiGEs into a separate unit type gained over treating them as hovercraft for game purposes.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 16:53:29
I tried having the entire C-bill section redacted from the TechManual PDF reprint some years back.  Randall politely refused.
You'd make us refer to yet another book to work out our mercenary units?  Or make costs up ourselves?  ???

Mercs don't work for a fistful of BV...

Seriously, C-Bill costs have been there since the beginning and are an integral part of the MUL.  If you're going to have customization at all, it has to be part of the equation.  Randall was right to refuse (and kudos to him for being polite about it... you're worth every ounce of politeness than can be squeezed out of this community).
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 25 April 2018, 16:56:11
You'd make us refer to yet another book to work out our mercenary units?  Or make costs up ourselves?  ???

Mercs don't work for a fistful of BV...

Seriously, C-Bill costs have been there since the beginning and are an integral part of the MUL.  If you're going to have customization at all, it has to be part of the equation.  Randall was right to refuse (and kudos to him for being polite about it... you're worth every ounce of politeness than can be squeezed out of this community).

"Look at the bright side, kid. You get to keep all the money Warchest Points"
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 25 April 2018, 16:58:09
With regards to #1, there's a lot in the base game that results in slow gameplay (not to be confused with difficult gameplay; BT is not a hard game, but it is a slow one).
I agree with your whole post, but I pulled out the important sentence, because it reinforces something that I've thought about CBT for years after finally playing Megamek:

Classic Battletech is a computer game, not a tabletop game.

A computer game has a whole lot of complex calculations under its hood; not just graphically, but for its basic game. Even the simplest FPS runs ballistic trajectories, keeps track of where its targets are, and governs rate of fire and recoil. It would be POSSIBLE to rip those calculations out and play something like, say, Bioshock on pen and paper using the Unreal engine by hand, but it would be INSANELY long and require a lot of work to fire even a single bullet - so why not just play the game instead?

In my opinion, during normal gameplay of ANY game a single roll should never even have the POSSIBILITY of needing a back of the envelope style calculation - anything done should be easily resolved in the head in the span of a second, preferably less. With BT, the basic shooting rules in Total Warfare has twenty-four different criteria that a player has to run their weapons through, several of which have multiple sub-entries (how many hexes did your opponent move? How high is your current heat?) and some entries change weapon by weapon.

Then, you have to roll for EACH weapon. Then, you have to roll for any clusters from EACH weapon. Then, you have to roll and see where each weapon and/or cluster from that weapon hits...

It's tedious. Especially when you consider that the first half of most games is just box-marking with no real changes in the game state until armor has been punctured and internal griblins can be damaged, excepting the exceedingly rare TAC or headshot.


Now, Battletech isn't alone in this. It is a child of the 1980s, when computers couldn't DO satisfying multiplayer games with any kind of real depth while still looking good, and there were a lot of games from that era with similar problems. There was some kind of spy game, I think Top Secret, that promised fast moving espionage gameplay but in practice you spent most of your time calculating the damage bullets did to your enemies - which gave you a good damn reason to NEVER fire your gun!

But Battletech is unique in that it's still alive. Very few games from the 1980s are still played today, and most of those have changed a lot. Sometimes I'm torn; I want to see it change and become something that can stand next to a more modern game. Other times... it's a living museum of that style of 1980s game design, where a rule for everything could be found, without the soul-crushing awfulness of Palladium's books.


Alpha Strike is good, but its problem is that at its core it's from a gameplay system meant to run regiments of units on a side, where a single model on the table represented a unit of 4-6. It's TOO abstract. But I still prefer it; at least it has a grand, sweeping, epic feel, and the gamestate is volatile and interesting.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 17:09:10
Maybe I'm old school (OK, I'm DEFINITELY old school), but internalizing those calculations was the bar to be cleared to the play the game quickly.  I cheerfully ran the numbers for those who were slower back in the day.  But it's been so long (and so many children) since then, I won't know if I still have the patience until I play table top again.  I'm more than willing to bet the answer will be "yes".  Mental arithmetic isn't that high a bar, really.  I don't remember the first game I played where I had the hit location table memorized, but once that was done, the side tables were easy.  The cluster table has grown beyond easy memorization, but I'm sure I'll get it down after not too long once I get to playing regularly again.

As for slowness overall, doing the calculations while your opponent moves saves a ton of time.  It's not that hard to see where your opponent might move, and select targets on that basis (since that should have gone into figuring your own movement in the first place).
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 25 April 2018, 17:14:15
Yeah, I've got no problem with simple arithmetic. That's just something that comes with playing a tabletop game, be it an old clunker like BattleTech or the newest hotness. The key is keeping it simple.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Adrian Gideon on 25 April 2018, 17:24:44
Not going to quote or type a bunch of crap. Reducing my 2 cents to me-tooing everything Xotl, Bosch and iamfanboy said. Highlights include dealing with errata giving a unique perspective (“Hi!”) and BattleTech actually being a computer game.


Title: Re: What Do You Miss From Older Rule-sets?
Post by: sadlerbw on 25 April 2018, 17:41:11
Classic Battletech is a computer game, not a tabletop game.

I have, quite literally, said in the past that at this point, Total Warfare and all its various add-on rules options makes a better computer game than a board game. In fact, MegaMek is easily my favorite way to play Total Warfare games. Even CGL tosses rules in the interest of expediency at many of their convention events. I know that is largely due to time constraints, but even the big day-long battles tend to not delve too deeply into TacOps or experimental tech.

That reminds me. Another thing I miss is being the amount of relevant information that you could keep track of with just a record sheet. Some mechs can still do this just fine, but there is an increasing amount of tech and optional rules that require additional record keeping off-sheet. How many turns in a row have I used MASC/Supercharger? How much heat came from external sources vs internal? Where on earth will that fire/smoke go next turn? Will it even be there? Which ammo bins was I going to dump at the end of the turn? What the heck in my HarJel system going to repair? I'm sure I'm missing several more. They aren't all super-exotic things, just stuff that really doesn't have an official home on a record sheet, but still needs careful tracking. It's not necessarily that I mind having to make up my own system to track this stuff, but I think the amount of times that I need to track one or more things that the record sheet is a symptom of constantly adding, but never subtracting from the lance-level combat system.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 25 April 2018, 18:48:01
Xotl's post is pretty much what I have been doing in preparation of doing my own fan-made V2, and what lead to the post titled, "What Defines Battletech for you?" What needs to be absolutely covered in the rules for the game to feel like Battletech? Because while I love the idea of Battletech, playing it has really become more work then anything regardless of the time period. Once you cut that down, there are a lot of for lack of a better term, "UI" issues with the game that causes a lot of slow downs as well.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 25 April 2018, 18:49:59


Classic Battletech is a computer game, not a tabletop game.

I would posit that, with all of its granularity, Classic Battletech is Role Playing Game. 

In spite of all of the many (many) things to keep track of and roll for these days, if you reduce the game to one mech per person, it becomes more fluid than one person trying to keep track of four units, some of which may have wildly more complicated equipment.

That still leaves someone with the job of Dungeon Master (Game Master.  Battle Master?), but the onus of knowing lots and lots of rules is baked into that role no matter what game you play.  Also, the players don't have to square off against hordes of other mechs, You could line up a bunch of dirt simple tanks and still give them a challenge.  Throw in the occasional mech with TSM, MASC, Nemesis NARC pods, and an ATM rack for the extra special boss fight baddie.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Adrian Gideon on 25 April 2018, 18:58:26
Oh, the devs have known about *that* for a while.
But it still runs like a *computer game* RPG.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 25 April 2018, 19:05:01
Oh, from a mechanical standpoint? Yeah, absolutely.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 19:14:25
I suppose that's why I've been running a game down in the Role-Playing section... Interesting observation ActionButler!  :thumbsup:

EDIT: Dang it, forgot they changed the text version of the thumbs up emoticon...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JPArbiter on 25 April 2018, 19:21:32
if I had to pick SOMETHING it would be Rapid Fire weapons being unable to utilize targeting computers for Aimed Shots.

Pulse lasers should be able to lose the pulse benefit and Ultra/RACs should have to make independant rolls for each round fired but still be able to use the max fire rates.

LBX and HAGs should not be able to targwet specific locales but they just get ignored like Missile Launchers.

so not really old rules, I just think new rules could be tweaked.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 19:24:06
Yikes!  The extra to-hit rolls might work for Ultras, but RACs?  That's just a few too many die rolls for one turn...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Ruger on 25 April 2018, 19:50:42
Yikes!  The extra to-hit rolls might work for Ultras, but RACs?  That's just a few too many die rolls for one turn...

I played in a campaign where all AC's were able to fire more than once a round (smaller AC's had higher rates of fire, as did ultras over normal...but there were no UAC-10's or 20's)...normal AC-20's could fire up to twice a round IIRC, normal AC-10's could fire three times a round, AC-5's 5 times a round and normal AC-2's about 6 times a round...LB's had the same fire rates, and Ultras about 50% higher (IIRC)...but each shot after the first had increasing penalties to hit...

And each shot was rolled separately...

In fact, this was the way I played with this group, and this was the group in which I first started playing (controlling a lance of 'Mechs on my first outing)...and though it was a lot of rolling, it never seemed to slow down game play much...

Well, except when our top gunner (natural gunner ability from MW2 RPG with a 2 or 3 gunnery skill), who used a modified Daikyu with a pair of UAC-2's went whole hog in a single round...

Of course, this was before RAC's were a thing...

Ruger
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 25 April 2018, 20:31:40
I would posit that, with all of its granularity, Classic Battletech is Role Playing Game. 
No, it's a Roll Playing Game. See how many rolls you can play at one time! Piranha machine guns away!

But in all seriousness...

No. It's not an RPG. Battletech is a wargame: A simulated combat scenario with science fiction elements.

An RPG would involve exploration, cooperation, interaction with both non-player characters and elements as created by a gamemaster, and an overarching narrative. Battletech, even in campaign mode, is a simulation. The typical player of Battletech in a typical game not getting into the mindset of Sir Anklebiter, valiant inheritor of a Locust dating back to the Star League with a title and lineage dating back even further; you're placing him in a recon lance to make sure that his 'Mech is used properly and trying to upgrade him with special skills to make his job easier.

It COULD be run as an RPG. Hell, if you wanted to, you could run the original NES Super Mario Brothers as an RPG. Points are EXP! Level up to get more power ups! Roll the die to see if you stomp the goomba! But it would be a bad fit, and CBT is likewise a bad fit for an RPG.

Yes, I HAVE played the attendant RPG. Mechwarrior 2e, and the campaign we ran as Colonial Marshals of a Turian colony world is at once one of my fondest memories and the reason I can't enjoy Firefly. But that's another game entirely.

At its core, Battletech is about giant robots fighting. It's not about using those giant robots to explore a hostile planet surface, or to persuade a Capellan security guard to let you into the Jungle arena so you can sabotage the traps, or to protect a dignitary while dressed as maids and butlers.

Barring extremely strange outliers (help people in an earthquake-stricken city!) 95% of Battletech scenarios is going to come down to one thing: Blowing up the other giant robots. That's not role-playing. That's wargaming.


Battletech is just an excessively complicated example of the genre.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 20:36:38
As a GM, I have to disagree... there's SO much more to the game than the battlefield...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 25 April 2018, 20:48:59
As a GM, I have to disagree... there's SO much more to the game than the battlefield...
Yes, the Battletech universe is rich, unique, and varied, with multiple opportunities for role-playing. Solaris stables! Clansmen on their way up! Nobles managing their titles and obligations! Mercenaries trying desperately to earn money without losing too much of it!

It's just that NONE OF IT is in the purview of the actual, Total Warfare rule set. At most it lets you upgrade Gunnery and Piloting skill, and modify your 'Mechs. You have to reach far, FAR outside the rules in order to add RPG elements to it - either with your own imagination, or with MW2e/AToW. Hell, I've seen someone do a reasonable job of Savage Worlds as an add-on!

On top of that, the universe itself has RPG difficulties - some gaming groups have REAL difficulty handling the idea that one of the PCs is the boss of the others, and most of the time PCs are split up into specialties (stealth, diplomacy) so often most of a session will revolve around one player while the others hold drinks or wait with their 'Mechs. The worst thing I've seen is how to handle JumpShips - either it's owned by a 'trusted' NPC, a second PC that someone just controls to make sure it doesn't go rogue, or has a player who's very, VERY bored most of the time. I wish that miniature K-F cores were brought to their logical conclusion and small-scale (20k or less) atmo-capable JumpShips were made canon, just to make the RPG element really come alive.

But that's another discussion. My point is: The Total Warfare rules are NOT an RPG (even if the BT universe has potential for one!), and it takes a serious stretch of the imagination to even think they could be.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 25 April 2018, 20:56:31
My point is TW is a small part of BattleTech.  BattleTech (as remarked by many) is a huge house, whose roof covers many things beyond TW.  I don't begrudge the AS players, as much as I won't touch those rules with a ten foot pole.  What is TW today grew out of the older rulesets, as did literally everything else about the game.  Is TW perfect?  Certainly not!  But the mere fact we're having this conversation means the game is alive and well.  We may disagree, but we're both players of a game recognizably called "BattleTech".  And for that, I am grateful to TPTB (even Jordan).  I have my disagreements with them too, but they're keeping this game alive.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JPArbiter on 25 April 2018, 21:32:12
Yikes!  The extra to-hit rolls might work for Ultras, but RACs?  That's just a few too many die rolls for one turn...

All for the sake of getting a GOOD chance at hitting a targeted location, but not a garunteed chance like in the BMR
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 25 April 2018, 21:41:06
My point is TW is a small part of BattleTech.  BattleTech (as remarked by many) is a huge house, whose roof covers many things beyond TW.  I don't begrudge the AS players, as much as I won't touch those rules with a ten foot pole.  What is TW today grew out of the older rulesets, as did literally everything else about the game.  Is TW perfect?  Certainly not!  But the mere fact we're having this conversation means the game is alive and well.  We may disagree, but we're both players of a game recognizably called "BattleTech".  And for that, I am grateful to TPTB (even Jordan).  I have my disagreements with them too, but they're keeping this game alive.
Yes, but my response was to a claim that Classic Battletech (the game of armored warfare itself) is an RPG, which is patently ridiculous. It's like calling CBT a first-person shooter, because there are computer games out there where you pilot the 'Mechs from a first person perspective!

Where I think we disagree on is the need to change. The game needs to change. What needs to happen, and how far it needs to go to make the game better - more playable, more accessible, more FUN - is something to have arguments over, but I honestly don't think Battletech is viable as it is, aside from a dead-end game with lots of dusty minis on a shelf. Alpha Strike is a step in the right direction, but it's too far IMHO.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 25 April 2018, 23:08:46
My point is: The Total Warfare rules are NOT an RPG (even if the BT universe has potential for one!), and it takes a serious stretch of the imagination to even think they could be.

Nope. They're the 'mounted combat' portion of the RPG Rules. Every incarnation of RPG has said 'Go to {Insert BattleTech Rule Book Here} for Mech Combat.'

But, the level of detail is RPG level, that's for sure.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 26 April 2018, 02:45:21
Yes, but my response was to a claim that Classic Battletech (the game of armored warfare itself) is an RPG, which is patently ridiculous. It's like calling CBT a first-person shooter, because there are computer games out there where you pilot the 'Mechs from a first person perspective!

Where I think we disagree on is the need to change. The game needs to change. What needs to happen, and how far it needs to go to make the game better - more playable, more accessible, more FUN - is something to have arguments over, but I honestly don't think Battletech is viable as it is, aside from a dead-end game with lots of dusty minis on a shelf. Alpha Strike is a step in the right direction, but it's too far IMHO.
I take a more expansive view of Classic BattleTech, and can see where the folks that say it's an RPG are coming from.  It's certainly closer than most miniatures games, and I definitely wouldn't dismiss the claim as "patently ridiculous".

As far as changes, only TPTB can really make that call.  Me?  I'll keep working around the edges to get my pet rocks fixed (the Mark VII among them).  To those who have worked the errata and rules questions threads, THANK YOU.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Col Toda on 26 April 2018, 07:48:32
Many of the revised and new rules is the result of my play testing and writing group displaying how broken the old rules were. Still the only one I truely miss is how partial cover was done in the old days . The punch table if you score a hit was always exciting . The new way makes more sense but is less exciting .
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 07:54:38
Nope. They're the 'mounted combat' portion of the RPG Rules. Every incarnation of RPG has said 'Go to {Insert BattleTech Rule Book Here} for Mech Combat.'

But, the level of detail is RPG level, that's for sure.
Nope, Its far in excess of an RPG for detail. Part of running a good RPG session is keeping the pace and speed of combat encounters, using the TW system for combat for even a basic minion-lvl encounter can take the better part of an entire session. Its why I never use the TW rule set when I've GM'd a campaign. Basic encounters take as much time as other RPGs boss encounters, and Boss encounters can take multiple sessions to play through.
Many of the revised and new rules is the result of my play testing and writing group displaying how broken the old rules were. Still the only one I truely miss is how partial cover was done in the old days . The punch table if you score a hit was always exciting . The new way makes more sense but is less exciting .
I think people would have less of an issue with the current partial cover rules if there was less time to get to that point.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 26 April 2018, 07:59:26
*snip*
I think people would have less of an issue with the current partial cover rules if there was less time to get to that point.
I don't think that at all.  The old rule was very simple: +3 to hit, but if you did, use the punch table (high risk, high reward).  Now it's +1 to hit and you don't know if you actually hit until you roll location (low risk, no reward).
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 26 April 2018, 08:20:03
I've been coming to the same conclusions. I agree with the the rest of what you wrote, but primarily this.

Please don't eliminate these clarifications entirely. I'm all for offering a condensed version of the rules, but I have watched, or been involved in, way too many gamer arguments over vague wording. Precision and completeness are virtues in a rules set. (even if perfection is unachievable)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 26 April 2018, 08:45:13
Please don't eliminate these clarifications entirely. I'm all for offering a condensed version of the rules, but I have watched, or been involved in, way too many gamer arguments over vague wording. Precision and completeness are virtues in a rules set. (even if perfection is unachievable)

First off, this is just a bull session. As far as I know, there are no plans to rewrite the rules for BattleTech. Second, I think everyone would agree that if such a rewrite were to happen - to bring things back to the relative complexity of, say, Second Edition - the goal would be to streamline the rules in such a way that no loss of meaning would occur even if word count is reduced. The BattleMech Manual is a good example: it is focused on a single subject ('Mech combat) and thus presents the game in an easier format, while still being fully core rulebook-compatible.

My personal goal (were I ever to work on such a project) would be to eliminate the situations that result in wordy edge case rules. As an example, I would dramatically simplify ECM to reduce the insane bookkeeping and rules needed while still trying to keep the in-universe flavor. I wouldn't want to just cut options, but instead redesign them so that more players actually use said options in games - but if a given rule adds only complexity at the cost of gameplay, I wouldn't be averse to removing it entirely.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: SteelRaven on 26 April 2018, 09:35:42
In all honesty: so little has changed over the years compared to other games, I'm surprised people get so heated over the issue. The only reason I even bring up armor and infantry is because others won't stop talking about it.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 10:15:43
I don't think that at all.  The old rule was very simple: +3 to hit, but if you did, use the punch table (high risk, high reward).  Now it's +1 to hit and you don't know if you actually hit until you roll location (low risk, no reward).
The issue is that a +3 modifier is not inherently high risk. This comes from the bell curve. To look at consider a walking mech shooting at another behind partial cover with a +2 movement mod.

Gunnery 4 + walking (+1) + TMM (+2) + PC (+3) = 10 to hit roll or 16.67%

Gunnery 2 + walking (+1) + TMM (+2) + PC (+3) = 8 to hit roll or 41.66%

Gunnery 0 + walking (+1) + TMM (+2) + PC (+3) = 6 to hit roll or 72.22%

And headhits go from 2.77% to 16.66%. So as your gunnery goes up and the number of headcap weapons does as well it becomes very high reward for okay risk.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 26 April 2018, 10:33:07
Which was the point I made earlier.  It wasn't a problem until long range head capping weapons and 2 (and better) gunnery became common.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 26 April 2018, 10:35:29
First off, this is just a bull session. As far as I know, there are no plans to rewrite the rules for BattleTech. Second, I think everyone would agree that if such a rewrite were to happen - to bring things back to the relative complexity of, say, Second Edition - the goal would be to streamline the rules in such a way that no loss of meaning would occur even if word count is reduced. The BattleMech Manual is a good example: it is focused on a single subject ('Mech combat) and thus presents the game in an easier format, while still being fully core rulebook-compatible.

My personal goal (were I ever to work on such a project) would be to eliminate the situations that result in wordy edge case rules. As an example, I would dramatically simplify ECM to reduce the insane bookkeeping and rules needed while still trying to keep the in-universe flavor. I wouldn't want to just cut options, but instead redesign them so that more players actually use said options in games - but if a given rule adds only complexity at the cost of gameplay, I wouldn't be averse to removing it entirely.

No problem there. I really don't want to get in the way of the discussion, speculation, and bull session. Discussion is a good thing.

I made that comment response to a specific comment by the current assistant line developer to register my own feedback on the product line.

On the subject of the 2nd edition rulebook, I actually like the old-style arrangement of "Introductory Rules", followed by "Advanced Rules". It works very well as a learning aid, as long as you have the reference tome (i.e. Total Warfare) available, once you switch over from learning to looking up details.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MadCapellan on 26 April 2018, 10:37:03
The old partial cover rules were awful simply because they made cover a very bad idea at short range. The way the punch table funneled so many shots into the head made taking cover at close range a horrible mistake, and I say that as someone who wastes a hell of a lot of shots throwing them into the hillside with the new rules. Both as game & simulation the experience has been improved in my opinion. I suppose we could have left it at +2 and created a new hit location table just for partial cover, but I'm sure plenty of people would riot at the thought of another hit location table.  ;D
Title: Re: What Do You Miss From Older Rule-sets?
Post by: sadlerbw on 26 April 2018, 11:03:53
Yeah, the punch table thing wasn't a great idea. When you got into a situation where the defender would try NOT to have partial cover and the attacker would actually try to move so that the defending mech DID have partial cover...yeah, that was messed up.

I'd say just make it +1 or +2 and skip all the other junk. If people want to house-rule it for more simulation accuracy, they can have at it.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 26 April 2018, 11:06:47
Partial cover was useful back when the +3 was enough to get your opponents to-hit numbers to 13.  That's much harder these days.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Bedwyr on 26 April 2018, 11:58:53
but I'm sure plenty of people would riot [and worse, eyeroll] at the thought of [yet] another [doggoned] hit location table.  ;D

On reflection I could see myself a... little... disappointed. <channeling Gary Oldman's Zorg> :)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 26 April 2018, 11:59:53
On reflection I could see myself a... little... disappointed. <channeling Gary Oldman's Zorg> :)

*quietly shelves my proposal for twelve more hit location tables* Not yet, beautiful...but some day...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Adrian Gideon on 26 April 2018, 12:16:35
*shelf collapses*
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 26 April 2018, 12:23:19
I know when I was still a teenager, many moons ago, we worked out a D20 chart for hit locations. We lacked the understanding that the 2D6 system increases the odds of torso hit locations due to how the law of averages work, but we liked the idea of having upper and lower arm and leg locations, upper and lower center torso (yeah, we named the lower one something along the lines of 'crotch', because we were teenage dopeheads and so that was funny)... I think we also worked out something to make it harder to hit some locations on a smaller Mech, like the shin locations were smaller so you rolled to see if the hit was actually a near-miss (sort of like what Protomechs eventually got on their charts), but I couldn't tell you all these years later what any of that looked like. I don't even think we ended up using any of them in a game.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 26 April 2018, 12:30:06
The issue is that a +3 modifier is not inherently high risk. This comes from the bell curve. To look at consider a walking mech shooting at another behind partial cover with a +2 movement mod.

Gunnery 4 + walking (+1) + TMM (+2) + PC (+3) = 10 to hit roll or 16.67%

Gunnery 2 + walking (+1) + TMM (+2) + PC (+3) = 8 to hit roll or 41.66%

Gunnery 0 + walking (+1) + TMM (+2) + PC (+3) = 6 to hit roll or 72.22%

And headhits go from 2.77% to 16.66%. So as your gunnery goes up and the number of headcap weapons does as well it becomes very high reward for okay risk.

Of course, this is only at short range. Again, tactics would say to vacate the partial cover at that point.


edit:
BattleTech has always been geared toward very mobile combat. Holding lines in a BT skirmish is kinda difficult when you have guys running around to try to back-shot your long range fire support.


I suppose we could have left it at +2 and created a new hit location table just for partial cover, but I'm sure plenty of people would riot at the thought of another hit location table.  ;D

Why have the punch hit location table as it is at all, then? Seems too many people don't like that sudden 1-in-6 chance at the head, even when it's giant metal fists. The new rules went so far as to put the standard Punch Base to hit at 5 (+/- 0 modifier - with hand actuators intact.)

Just create the new table and replace the old one.

But, I will miss the dance of using smoke and terrain to make even short range attacks at partial cover next to impossible. Those were fun.

Everything had a bonus and a drawback. Still does, in some different ways. But, I'm also one who is actually fond of the notion that the targeting systems of a Mech, and the pilot, will not shoot at the hill but aim for center of visible mass.

The +3 front-loaded the 'hitting the hill' into the to-hit modifier, which is where a lot of the abstraction should be regarding what constitutes successful damage or not.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 26 April 2018, 14:08:12

Why have the punch hit location table as it is at all, then? Seems too many people don't like that sudden 1-in-6 chance at the head, even when it's giant metal fists. The new rules went so far as to put the standard Punch Base to hit at 5 (+/- 0 modifier - with hand actuators intact.)



Because the game enables some utilizations of three dimensions, with things like kicks from 1 level above and Death From Above.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 26 April 2018, 14:17:21
The old partial cover rules were awful simply because they made cover a very bad idea at short range.

And going in depth 1 water even more so.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 26 April 2018, 15:02:36
Under the old rules, didn't you only get +2 in Depth 1 Water, instead of +3 like any other partial cover?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 26 April 2018, 15:09:28
After watching a Yu Huang take partial cover from a Fortune tank and getting sprayed in the face SEVEN TIMES with pellets for its trouble, yeah, I learned real quick to avoid partial cover under those rules. TW was a nice change there.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 26 April 2018, 15:10:04
Under the old rules, didn't you only get +2 in Depth 1 Water, instead of +3 like any other partial cover?

Yes. Water gives a -1 to the to-hit (in addition to slowing you down), so in effect it was a +2.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 26 April 2018, 16:23:25
Yeah, making it a +2 and having the damage transfer from legs to torsos would be easier, would use currently existing rules just expanding them to a new situation, and reduce the futility factor. I do remember when the rules change got sprung on me the first time I did TW with someone who'd been playing a while.


But the whole process needs to be streamlined. I just keep running over ideas to make it smoother, more easy, not as much of a pain, while still allowing that Battletech feel. But I also feel as though suggesting changes, any changes, would be met with hostility.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 26 April 2018, 17:01:29
I think this thread is actually the first time I've ever seen anyone complaining about the Total Warfare partial cover rules compared to the old rules.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 26 April 2018, 17:16:42
But the whole process needs to be streamlined. I just keep running over ideas to make it smoother, more easy, not as much of a pain, while still allowing that Battletech feel. But I also feel as though suggesting changes, any changes, would be met with hostility.

Any change, addition, or retraction will be met with hostility. It's the nature of the beast.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 26 April 2018, 18:14:19
Any change, addition, or retraction will be met with hostility. It's the nature of the beast.
And yet change is the one inevitable constant of life. Your life has changed and will change in the future, as is with mine. Those changes have almost always been for the better. NOT changing is often more perilous, as those who adapt to and enjoy change are stronger and more fit to survive.

But as you said, change is often met with such fear and anger, up until the moment that the change is always, invariably, found to be perfectly fine and becomes the new normal... until there's some other change to fear.


Wait, what were we talking about again? Oh, wait, game rules, right. One thing that's been rattling in my brain-box: Before you roll any to-hits, you roll the to-hit LOCATION first, and all the weapons that hit score damage on that spot. Makes sense; a 'Mech's crosshairs aren't bouncing all over, and for that one moment when all your weapons converge and you press the trigger they'd be aimed at the same spot, right? For cluster weapons, maybe the first cluster hits that spot, THEN scatters all over. Maybe use the damage migration chart instead of rolling a bunch of times for location?

Just anything to cut some dice rolls out.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 19:05:42
For cluster weapons, maybe the first cluster hits that spot, THEN scatters all over. Maybe use the damage migration chart instead of rolling a bunch of times for location?

Just anything to cut some dice rolls out.
My thoughts on anything that uses the cluster table is to have a split damage value with the first being the damage applied to the hit location and the second being applied to each "connected" location. So hit the arm/leg and some damage applies to corresponding torso. hit a side torso and hit the arm/leg/CT, etc..
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 26 April 2018, 20:00:05
My thoughts on anything that uses the cluster table is to have a split damage value with the first being the damage applied to the hit location and the second being applied to each "connected" location. So hit the arm/leg and some damage applies to corresponding torso. hit a side torso and hit the arm/leg/CT, etc..

Oh, I like that idea. How would you handle anti-missile systems?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 26 April 2018, 20:37:28
My thoughts on anything that uses the cluster table is to have a split damage value with the first being the damage applied to the hit location and the second being applied to each "connected" location. So hit the arm/leg and some damage applies to corresponding torso. hit a side torso and hit the arm/leg/CT, etc..

I really dig this idea.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 26 April 2018, 21:44:19
I really dig this idea.

The more I think about it, the more I like it. It might make the head a bit too easy to hit, but that could be handled with an exception rule of some sort. The very idea of getting rid of the cluster hit table and endless rolls for each 1-point LB-X impact...it gives me chills, in a good way. You could play around with the values, to give different types of weapon different damage patterns.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 22:35:15
The more I think about it, the more I like it. It might make the head a bit too easy to hit, but that could be handled with an exception rule of some sort. The very idea of getting rid of the cluster hit table and endless rolls for each 1-point LB-X impact...it gives me chills, in a good way. You could play around with the values, to give different types of weapon different damage patterns.

I figured on the mech sheet I would include arrows that determine adjacency and the Head would only be connected outgoing So It would only take damage from a direct hit. At the minimum pilot damage would only apply on a direct hit. But yeah, my idea was things like LB-X, and even basic AC to give them a little bump, would be high primary/ low "cluster" value while Missiles would be more balanced. Some rough examples

AC-2 : 4
AC-5 : 7
AC-10 : 10/1C
AC-20 : 20/2C
LBX2 : 1/1C
LBX5 : 3/1C
LBX10 : 5/2C
LBX20 : 10/4C
LRM5 : 1/1C
LRM10 : 2/2C
LRM15 : 3/3C
LRM20 : 4/4C

Each type retains a unique damage profile, the damage actually applies like a proper shotgun hit now in the case of the LBX, and you eliminate the cluster roll plus any other cluster location rolls.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Failure16 on 26 April 2018, 22:46:41
So, to return for a moment to the discussion of whether or not BattleTech is a role-playing game or not…


For a long, long time, I would have said that it is not; there was an RPG for the BattleTech universe, and its name was MechWarrior.  But times change, and I have to say I have faced a loose paradigmatic shift.

Boiled down to its essence, a role-playing game involves a structured method of participatory interaction in which the players inhabit certain roles to drive a narrative.  The actual mechanics can and do vary wildly:  they can be free-form or extremely detailed (and codified); they can be conducted electronically or physically through any myriad permutations.  But the core of any role-playing game or experience is that there is an element of inhabiting another consciousness in a fantastical (but not strictly fictional) milieu and participating within a cooperative and evolving storyline.

It can be said that the players of a BattleTech game involving mapsheets, tokens denoting the elements in play (from miniatures to marked coins), and record sheets are playing a tactical wargame and not a role-playing game.  But what (or, perhaps, where) is the distinction?  Does a tactical wargame consist of only faceless hordes on a miniature (not necessarily three-dimensional) battlefield while role-playing games only involve people playing other individuals in a participatory plot?

BattleTech, from its inception as an isolated product and not a franchise or overarching brand, has certainly occupied the grey area between the two extremes.  Mechanically, BattleTech is indeed a role-playing game where the characters chosen and inhabited by the players are small robots controlled by even smaller pilots (most are about 6mm tall or so, which is pretty tiny).   They are created according to well-defined rules, just as are notionally flesh-and-blood (or even robotic, ethereal, or non-corporeal) characters from another role-playing game.  The can and often did (in the early days) have individual quirks and idiosyncracies—and they could be improved or hobbled due to the evolution of time and happenstance.

The players control their movements within a set plane that can be established by a neutral gamemaster, a previously established scenario (thereby functioning as the former), or through mutual agreement.  The scenario that frames a gaming session can encompass a single, isolated mission (akin to a ‘hack-and-slash dungeon-crawl’, to borrow the vernacular of what might be termed the aboriginal role-playing game) or be a part of an progressing story-line (or campaign, to use a milieu-specific term).  The game is developed around the detailed of control of a single machine (though, of course, many can be controlled by a single player, just as a given person can control several player-characters in another game-system).

While it is true that naming the pilots and coming up with a backstory for what is colloquially known as a ‘pick-up game’ is entirely optional, that concept is at the core of BattleTech, stretching back to its earliest releases.  It was always marketed as a means of becoming a MechWarrior and controlling a ’Mech from the first blurbs on the back of the box and the associated sales-material.  The initial scenario books/modules gave relatively detailed background/motivational data for the primary participants (the ‘player-characters) and often (but not in every instance) had succinct write-ups for the opposing forces’.  The justly famed TROs 3025 and 3026 gave the universe a personal feel quite at odds with a more “traditional wargame” from either 1978 or 2018.

Harkening back to an earlier point, the machines themselves are certainly characters whether or not one chooses to recognize the fictional pilots nominally controlling them.  They can and often did depart from the baseline ‘archetype’, and the players could always modify them themselves (or create them whole-cloth).  The concept of building units vice individual elements as coins to spend on the table was already in its nascent form in the original rules, though it did not become codified until a few years later with the introduction of MechWarrior and then the Mercenary’s Handbook

The view that BattleTech—incarnated in its boxed form of yore—is not a role-playing game is not fallacious or erroneous…but it is not correct, either.  BattleTech as a milieu and a product line (or franchise/brand) did move away from its roots to investigate more proper board- and wargames (see Succession Wars or BatttleForce) and role-playing systems (the aforementioned MechWarrior and now A Time of Warboth.  They did not do well for a variety of reasons, but first and foremost in this author’s estimation is that they fell outside the beaten zone that was the focus of the players.  There was already a light role-playing system inherently available and the average BattleTech player did not want to lose that role-playing feel that was an intrinsic concomitant of the board-games, even as they sprouted from a common font.

And that is the culmination of the notion that BattleTech is a role-playing game at its distilled core.  It is a matter of ethos as well as vernacular.  BattleTech players are typically not trying to recreate a historical battle (Jaime Wolf and Grayson Carlyle aside) or attempting to apply real tactics to a fictional milieu or instance.  They are prone to naming their forces, even if not the individual pilots or crews of their engines of war of infantry squads, to assigning them an allegiance and developing even a cursory backstory as justification for the scenario to spread its petals.  They may not maneuver their Marauder in such a way that MechWarrior Smith would, but as they would—by controlling its speed, its operational tempo, by targeting its weapons and watching the status board as they take damage and decide to win, to withdraw, or how best to die…this time.

And there will ideally always be a next time, because this is a game.  Whether it is a ‘tabletop wargame’ or a ‘role-playing game’ is ultimately up to the beholder.  Perhaps BattleTech—as a game system and not an incredibly expansive milieu and brand—has survived because it is a nearly unique hybrid.  Other contemporaneous lines from FASA (notably Renegade Legion and Crimson Skies) followed a similar paradigm and did not succeed.  But a Renegade Legion Horatius of Crimson Skies Firebrand from a relevant scenario book was simply not a beat-up Stinger from the Black Widow’s Recon Lance, or an Eridani Light Horse company.  It wasn’t an individual, and it didn’t get played like one.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 26 April 2018, 22:53:33

Cluster hits rolls or any other large number of small rolls are are simple.  Just use a Box of Death...

(http://i55.photobucket.com/albums/g133/ctactual/DSC07050.jpg)


And as far as "what Battletech is", it is at its core a small-unit skirmish game using big stompy robots instead of knights or soldiers.  It's an outgrowth of similar types of wargames that preceded it, like Squad Leader.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 26 April 2018, 22:56:43
Because the game enables some utilizations of three dimensions, with things like kicks from 1 level above and Death From Above.

Doesn't matter. You have a different punch location table for all instances - one that uses the 2d6 curve instead of the flat 1d6. Same could be done for the kick table, too.

 
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 26 April 2018, 23:00:40
I don't really like the box of dice solution frankly as I feel it at best sidesteps rather than solves the issue of too much rolling and too much time invested in something that could have a far more elegant solution.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 26 April 2018, 23:04:29
Rolling dice is fun, though.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 26 April 2018, 23:12:10
The more I think about it, the more I like it. It might make the head a bit too easy to hit, but that could be handled with an exception rule of some sort. The very idea of getting rid of the cluster hit table and endless rolls for each 1-point LB-X impact...it gives me chills, in a good way. You could play around with the values, to give different types of weapon different damage patterns.

If you follow damage transfer rules, you'd significantly increase torso hits, but head would never get extra hits.

It also eliminates the need for any new rules/charts/rolls for cluster transfer.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 26 April 2018, 23:12:36
My thoughts on anything that uses the cluster table is to have a split damage value with the first being the damage applied to the hit location and the second being applied to each "connected" location. So hit the arm/leg and some damage applies to corresponding torso. hit a side torso and hit the arm/leg/CT, etc..

And this would be great for combining with a new punch table and partial cover. You could still get splash damage on intervening terrain (buildings that track it) if the shot hits a side torso, and splashes the corresponding leg. Other more direct weapons wouldn't have this issue.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 23:15:23
If you follow damage transfer rules, you'd significantly increase torso hits, but head would never get extra hits.

It also eliminates the need for any new rules/charts/rolls for cluster transfer.
Well, this would also go in reverse damage transfer direction as well, but over all damage would only hit things that currently damage would transfer too or from so it wouldn't need to be more then a single extra line.
I don't really like the box of dice solution frankly as I feel it at best sidesteps rather than solves the issue of too much rolling and too much time invested in something that could have a far more elegant solution.
Yeah, I have to agree with this sentiment. There are two different categories of playing aids. Those that help organize information better and those that fix a problem with the core game. The former are nice because they are always optional and usually heavily optional. The latter, are rarely optional because the underlying system that requires them is heavily broken. That latter description is the case for the Box of Dice, once you roll a 12 on the cluster table for a LBX-20 you will be desperate to find anything to fix the issues of all those rolls and you will never voluntarily go back to not using it.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 26 April 2018, 23:23:13
After watching a Yu Huang take partial cover from a Fortune tank and getting sprayed in the face SEVEN TIMES with pellets for its trouble, yeah, I learned real quick to avoid partial cover under those rules. TW was a nice change there.

I take it the other side got 7 sixes to show up on the location dice?

That's the thing people forget - you still have to land the six. I've actually had plenty of games where the punch hit rolls yielded anything but. Even saw a game where LBX fire from a 20 failed to roll a single six. It happens - that's what you get with dice.

Rolling dice is fun, though.

It is! I actually don't mind picking up a 'fistful of death' in a BT game. There's something to that feeling of a huge pile of cubes in your grip, and releasing it onto the table that can be very satisfying, especially once you start pairing the matching sets.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 23:23:44
And this would be great for combining with a new punch table and partial cover. You could still get splash damage on intervening terrain (buildings that track it) if the shot hits a side torso, and splashes the corresponding leg. Other more direct weapons wouldn't have this issue.
Well your going to hate me, because I'm trying to get down to a single hit table so I can print the numbers as a watermark behind the circles on the record sheets.Thinking remove the head and TAC from 2 and 12 replace with them with the corresponding arm location from 3 and 11 respectively. Then just apply a +/- 1 to the hit location in the side arc. Then you just have a natural 2 or natural 12 be the TAC and head hits.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 26 April 2018, 23:29:24
But, you're using the transfer chart to direct splash damage, right? So, you hit a side torso with a splash weapon (LBX), over partial cover. How you get there doesn't matter as long as we're assuming the leg hits are transferred, or not on the table to begin with.

Then, splash! The leg would normally take damage from the AoE damage, but doesn't, since it's behind, oh, a light building. The building would take the leg's damage, instead.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 26 April 2018, 23:30:59
I figured on the mech sheet I would include arrows that determine adjacency and the Head would only be connected outgoing So It would only take damage from a direct hit. At the minimum pilot damage would only apply on a direct hit. But yeah, my idea was things like LB-X, and even basic AC to give them a little bump, would be high primary/ low "cluster" value while Missiles would be more balanced. Some rough examples

AC-2 : 4
AC-5 : 7
AC-10 : 10/1C
AC-20 : 20/2C
LBX2 : 1/1C
LBX5 : 3/1C
LBX10 : 5/2C
LBX20 : 10/4C
LRM5 : 1/1C
LRM10 : 2/2C
LRM15 : 3/3C
LRM20 : 4/4C

Each type retains a unique damage profile, the damage actually applies like a proper shotgun hit now in the case of the LBX, and you eliminate the cluster roll plus any other cluster location rolls.

So those tables then over-power the LB-X 2 and entirely nerf the missiles.  It's entirely impossible for an LRM-20 to actually do 20 points of damage (as  the largest number of connected locations is 3 so the maximum you can get is 16 points of damage, and the LB-2X can do as much as 4 points of damage off a 2 point shot.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 26 April 2018, 23:39:38
So those tables then over-power the LB-X 2 and entirely nerf the missiles.  It's entirely impossible for an LRM-20 to actually do 20 points of damage (as  the largest number of connected locations is 3 so the maximum you can get is 16 points of damage, and the LB-2X can do as much as 4 points of damage off a 2 point shot.
Well this was part of an overall re-balance of the weapons I'm working with the only requirement being I can't touch Tonnage or Crit slots so as to keep all constructed mechs at least be viable that way. And while you can do a maximum of 20 damage for a LRM 20 you can do 6,9,12,16,20 with 12 or less being normal on a roll of 2-8. So the LRM 20 as well as all LRMs actually gets a fairly significant bump in average damage as well.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 26 April 2018, 23:40:55
I think we might be wandering into Fan Rule territory... I wouldn't be surprised if the thread gets moved down there soon...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 26 April 2018, 23:43:11
Well, why don't we start a discussion down there.

I'm still interested in continuing nostalgia.  :thumbsup:
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 26 April 2018, 23:48:47
Why would you even need a new table if we're deciding to use the damage overflow more frequently anyway? Just roll the 2d6 anyway and have any leg hits migrate to the corresponding torsos - it'd also solve the 'problem' of punching being more advantageous than using any amount of arm weapons, because of the vast improvement (literally a 600% better chance) of nailing a head, with the pilot damage and so on. Mayhap melee weapons could do the same thing, instead of miraculously being able to somehow phase through torsos and strike at legs?

Seriously, have you ever tried to cut at someone's legs with any kind of toy sword or axe? The contortion is hard enough to do with a flexible human body, let alone a massive metal one.

Well your going to hate me, because I'm trying to get down to a single hit table so I can print the numbers as a watermark behind the circles on the record sheets.Thinking remove the head and TAC from 2 and 12 replace with them with the corresponding arm location from 3 and 11 respectively. Then just apply a +/- 1 to the hit location in the side arc. Then you just have a natural 2 or natural 12 be the TAC and head hits.
Or perhaps if you're in a side arc you count a side torso/arm/leg hit, no matter if it's left or right, as HITTING that side? It reduces each unit types to-hit table down to one.

Yeah, I have to agree with this sentiment. There are two different categories of playing aids. Those that help organize information better and those that fix a problem with the core game. The former are nice because they are always optional and usually heavily optional. The latter, are rarely optional because the underlying system that requires them is heavily broken. That latter description is the case for the Box of Dice, once you roll a 12 on the cluster table for a LBX-20 you will be desperate to find anything to fix the issues of all those rolls and you will never voluntarily go back to not using it.
Oh my god, so much this. My experience with Shadowrun 5e was horrifically negative simply because of the mass of d6s involved, and how the game... slowed... down... while... you... counted... your... hits... and... then... compared... it... to... the... defender's... Considering that just starting out characters can often be rolling 18-20d6 for their specialties if built correctly, ugh. I was having high-level WEG Star Wars flashbacks.

Yes, there are dice rolling apps out there, and diceboxes, and other aids, but those are bandaids covering an arterial gusher: You might be able to pretend there isn't a problem under the bandaid, but there is a very serious one.

A game is NOT BETTER with more dice rolls, and more dice in each roll. A game is better with more options that matter, an eye on what the game is about, and a streamlined rules system that knows how to compromise between the two, with deadlocks resolved in favor of being more playable at a REAL table.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sir Chaos on 27 April 2018, 05:08:32
After watching a Yu Huang take partial cover from a Fortune tank and getting sprayed in the face SEVEN TIMES with pellets for its trouble, yeah, I learned real quick to avoid partial cover under those rules. TW was a nice change there.

But how much of that was the fault of the partial cover rules, and how much was due to your... unique relationship with the laws of probability in dice rolling?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 27 April 2018, 07:26:03
I think we might be wandering into Fan Rule territory

 C:-) Let's all try to keep this in mind, guys.  As we've said in the past, and in The Rules, one or two off-topic posts won't catch mod attention, but entire pages that deviate from the thread topic are a no-no. If you want an extended discussion on fan ruling cluster hits, whether Battletech is an RPG or a computer game or an interpretive folk dance, or how many homemade game aids is too many homemade game aids, I'm happy to splinter this topic because I think all of these things are really great discussion fodder, but not particularly relevant.  C:-)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Karasu on 27 April 2018, 09:20:59
My thoughts on anything that uses the cluster table is to have a split damage value with the first being the damage applied to the hit location and the second being applied to each "connected" location. So hit the arm/leg and some damage applies to corresponding torso. hit a side torso and hit the arm/leg/CT, etc..

I have done that in the past.  I even posted them on the forum, but it seems that it was the previous incarnation of the forum.  Would you like me to post what I have again (in the Fan Rules area)?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 27 April 2018, 17:44:59
I have done that in the past.  I even posted them on the forum, but it seems that it was the previous incarnation of the forum.  Would you like me to post what I have again (in the Fan Rules area)?
a
I'd be interested, I was going to look for some people interested in tossing some ideas back and forth to find out what could be gotten rid of, what needs to stay, etc... to doing a new rule set that fits somewhere between the heavy simulation of Battletech and what I think is a bit over simplified version of Alpha strike.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 27 April 2018, 18:25:38
I think if we were to do it, I'd suggest copying the format I saw in another game forum for a (terrible) game called Ninja-All Stars which the fans basically rewrote:

Start a thread about rewriting the rules. Anyone can suggest a new rule, if it gets quoted and approved by at least one more person then the first post gets edited with the new rule. That way there's a simple place to see all the potential revisions (the first post), but there's criteria to GET rules in there.

The focus should be "Simplifying Battletech." Making it play more smoothly, rewriting components that drag game play, funneling it into a faster-moving experience that still retains the core of Battletech: A giant robot game using a 2d6 to-hit system with alternating activations.


I'd curate it, but I don't really have the time and energy to do so properly.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 27 April 2018, 18:32:44
Sounds like fun. If no-one else does it, I'll start the thread.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: House Davie Merc on 29 April 2018, 01:29:12
I can't believe nobody mentioned the #1 thing I miss (unless I didn't see it) .

I miss the old fire and smoke rules .

When the Clans invaded and were ungodly better at everything
in my gaming groups fire and smoke were our great equalizers .

Many of the  " upgraded " 3050 mechs seemed to drop faster against the clanners
then many of the 3025 era mechs .
We reverted to mostly older designs combined with the FEW actually improved designs
and used fire and smoke to decrease their range advantage .

Yeah I know it's part of some advanced rules now .

I miss it being a part of the basic rules .
Come on . Fire is one of mankind's most
ancient weapons .
How can it not be considered basic ?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Paul on 29 April 2018, 02:47:08
Because the rules to use them are too cumbersome to be part of the base game.

And I'm saying that as a big fan of smoke ammo in weapons.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 29 April 2018, 11:10:54
Many of the  " upgraded " 3050 mechs seemed to drop faster against the clanners
then many of the 3025 era mechs .

It's because most of the 3050 upgrades have XL engines.  That's a huge drop in durability.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Luciora on 29 April 2018, 11:14:24
10 shot gauss rifles!  Old star league tech!
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 29 April 2018, 11:16:54
It's because most of the 3050 upgrades have XL engines.  That's a huge drop in durability.

smf
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 29 April 2018, 11:42:30
Tech Readout 2750 is about where I'd like to start fixing things in earnest. Don't get me wrong, I've got dozens more games under my belt using post-3025 tech, but it's really at the 2750/3050 point that I feel the game started to get out of control.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 29 April 2018, 11:46:47
Which makes the stuff like Blazer Cannons, Light Machine Guns and Rocket Launchers all the more amazing for how well balanced they are...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Tai Dai Cultist on 29 April 2018, 14:09:10
Battlemechs being strong enough to flip tanks over.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: The_Livewire on 29 April 2018, 17:05:07
This might be faulty memory talking, but I miss hatchets coming in on the punch table. Taking a 3 ton, range 0, heat 0 weapon for 9 points of damage made sense for a hatchetman on the punch table, since it came free with a 9 point pulse version on the 'Mech that hit only the legs.

I do wish we could go to 3d6 vs 2d6 for to hit rolls though.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: grimlock1 on 29 April 2018, 17:08:22
Battlemechs being strong enough to flip tanks over.

How long ago did that get nerfed?

The only real "losses" I can think of in the evolution of the rules are ams, and claws.

The old AMS could potentially swat an entire flight of srms... or you could roll snake eyes.  That said, standardizing the ammo consumption was good.  The dice based ammo rules were odd and inconsistent with everything else.

The old Tactical Handbook rules for claws allowed for a bonus to grappling and grabbing.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: sadlerbw on 29 April 2018, 17:12:11
Battlemechs being strong enough to flip tanks over.

Was that an old rule? I don’t remember it, but I like it! I actually told Brent I would consider using industrial mods more often instead of just conventional vehicles if they could do something special like flip tanks over to mission-kill them. I didn’t realize it was something all mechs used to be able to do.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 29 April 2018, 17:17:44
Was that an old rule? I don’t remember it, but I like it! I actually told Brent I would consider using industrial mods more often instead of just conventional vehicles if they could do something special like flip tanks over to mission-kill them. I didn’t realize it was something all mechs used to be able to do.

I don't think it was ever an actual rule, but it showed up in a few novels.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 30 April 2018, 00:10:01
This might be faulty memory talking, but I miss hatchets coming in on the punch table. Taking a 3 ton, range 0, heat 0 weapon for 9 points of damage made sense for a hatchetman on the punch table, since it came free with a 9 point pulse version on the 'Mech that hit only the legs.

That was always an error on the part of players. The rules never specified using the Punch table.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Karasu on 30 April 2018, 04:28:33
a
I'd be interested, I was going to look for some people interested in tossing some ideas back and forth to find out what could be gotten rid of, what needs to stay, etc... to doing a new rule set that fits somewhere between the heavy simulation of Battletech and what I think is a bit over simplified version of Alpha strike.

Well, here's a thread - https://bg.battletech.com/forums/index.php?topic=61308.0 (https://bg.battletech.com/forums/index.php?topic=61308.0)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 30 April 2018, 07:58:15
Battlemechs being strong enough to flip tanks over.

Well, they can pick some up, so they still are strong enough, but some things exceed game balance.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 30 April 2018, 08:07:54
10 shot gauss rifles!  Old star league tech!

It's funny the the LB cannons kept the brand name but the Ultras did not.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 30 April 2018, 08:29:44
Because the rules to use them are too cumbersome to be part of the base game.

And I'm saying that as a big fan of smoke ammo in weapons.

That, and fires spread at a truly alarming rate, given the short (in-game) duration of a turn.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 30 April 2018, 08:33:19
How long ago did that get nerfed?

I'm pretty sure the current restrictions on Battlemech lifting capacity date back at least as far as the 1987 "Rules of Warfare" manual.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Vandervecken on 01 May 2018, 17:33:35
Rolling dice is fun, though.

/rant mode
I think this, right here is the problem. There are some people for which rolling dice and seeing what numbers they come up with is inherently fun. For me, and for many others, it could not be more boring.

A game can be defined as "an interesting series of choices". Adjudicating the action is some random number system that responds to your choices with bonuses and penalties. Manipulating those bonuses and penalties to increase the chance of a favourable outcome is what gives the player agency, and what makes it a 'game'.

You want to design a system whose bonuses and penalties are responsive to just the right number of degrees of freedom. Too many options and resolution takes too long. Too few and there isn't enough to interest a player.
The number one problem with Classic Battletech is that resolution of the results of your choices takes too long. That's what people mean by saying "it's a computer game".

Rolling dice is not fun. Rolling dice is a means to an end. The end is figuring out the effects of your choices, so you can move on and make more choices.

If rolling dice was fun, then Snakes and Ladders would be fun, but I reckon most of us outgrew that when we turned 5.
/ rant off
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Bedwyr on 01 May 2018, 17:48:26
I think I will disagree in part with that. It's not that RNG elements in a game design are *bad*, it's that it may not be to your taste in a game.

Your preference may be for most elements of a game to be under your control and therefore a set of systems to be learned and optimized. This is certainly a satisfying way to play games. An example might be Magic, where there are a great many elements and interacting systems providing a large amount of complexity that have extraordinary possibilities for powerful card combinations in a deck resulting in a strong meta-game community.

But RNG driven gameplay is not objectively bad. It appeals to players who enjoy a large amount of chaos in gameplay systems or the feeling of occasionally winning against really good players. Hearthstone is an example of this. It is driven by greater randomness, sometimes to the point that high-tier players have abandoned the game because they want greater reliability in determining their rank. But it is still a massively popular game, likely because people like to win sometimes even if they are not well studied or brilliant at the game.

I can understand the boringness of dice rolling and agree that too much of it can be a pain point in playing the game, slowing down the action. But this is a matter of the flow of the game, keeping the action interesting and the player engaged, rather than the overall viability of the system. That said, a lot of people do get a lot of fun out of rolling. So I suppose I'd say I agree with you but think you might be making your case against RNGs a bit too broad.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 01 May 2018, 17:52:09
That was always an error on the part of players. The rules never specified using the Punch table.

Not only was it never on the punch table, the tw rules added an ability to use them punch table (with a modifier, +3 I think).

Bmm includes this in its section of common misconceptions
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 01 May 2018, 17:53:48
/rant mode
I think this, right here is the problem. There are some people for which rolling dice and seeing what numbers they come up with is inherently fun. For me, and for many others, it could not be more boring.

A game can be defined as "an interesting series of choices". Adjudicating the action is some random number system that responds to your choices with bonuses and penalties. Manipulating those bonuses and penalties to increase the chance of a favourable outcome is what gives the player agency, and what makes it a 'game'.

You want to design a system whose bonuses and penalties are responsive to just the right number of degrees of freedom. Too many options and resolution takes too long. Too few and there isn't enough to interest a player.
The number one problem with Classic Battletech is that resolution of the results of your choices takes too long. That's what people mean by saying "it's a computer game".

Rolling dice is not fun. Rolling dice is a means to an end. The end is figuring out the effects of your choices, so you can move on and make more choices.

If rolling dice was fun, then Snakes and Ladders would be fun, but I reckon most of us outgrew that when we turned 5.
/ rant off
Another 100% agreement, here. Throwing dice is fun when it has meaning, when it can effect non-incremental change in the gamestate: The AC/20 roll that might just core out a medium 'Mech? Fun. Rolling the sixth of ten Medium Laser rolls for a Komodo? Less fun.

It's also one of the reasons that TACs are such a popular optional rule, because it means that something might happen during the first half of a game. Without that rule, it becomes a book-keeping contest for the vast majority of the game - "Please mark three damage off your left arm, five from your right torso, and five from your left leg. Your turn" - until enough damage accrues and finally you might actually blow something up inside their armor.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Vandervecken on 01 May 2018, 17:57:44
I think I will disagree in part with that. It's not that RNG elements in a game design are *bad*, it's that it may not be to your taste in a game.

Your preference may be for most elements of a game to be under your control and therefore a set of systems to be learned and optimized. This is certainly a satisfying way to play games. An example might be Magic, where there are a great many elements and interacting systems providing a large amount of complexity that have extraordinary possibilities for powerful card combinations in a deck resulting in a strong meta-game community.

But RNG driven gameplay is not objectively bad. It appeals to players who enjoy a large amount of chaos in gameplay systems or the feeling of occasionally winning against really good players. Hearthstone is an example of this. It is driven by greater randomness, sometimes to the point that high-tier players have abandoned the game because they want greater reliability in determining their rank. But it is still a massively popular game, likely because people like to win sometimes even if they are not well studied or brilliant at the game.

I can understand the boringness of dice rolling and agree that too much of it can be a pain point in playing the game, slowing down the action. But this is a matter of the flow of the game, keeping the action interesting and the player engaged, rather than the overall viability of the system. That said, a lot of people do get a lot of fun out of rolling. So I suppose I'd say I agree with you but think you might be making your case against RNGs a bit too broad.

I think you missed my point. RNG is not bad. RNG takes time, and taking a lot of time is bad. I'm 100% ok with playing a game where a choice I make increases the odds of a favourable outcome, rather than assuring it.
But the work of adjudicating RNG is boring. The percentage of time spent making choices vs adjudicating the results of those choices is the problem. That's why MegaMek works in ways that CBT does not.

I love a little bit of dice rolling to spice things up. I am happy for RNG to occur in the background. It's the time proportions that are off.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Bedwyr on 01 May 2018, 18:03:47
I think you missed my point. RNG is not bad. RNG takes time, and taking a lot of time is bad. I'm 100% ok with playing a game where a choice I make increases the odds of a favourable outcome, rather than assuring it.
But the work of adjudicating RNG is boring. The percentage of time spent making choices vs adjudicating the results of those choices is the problem. That's why MegaMek works in ways that CBT does not.

I love a little bit of dice rolling to spice things up. I am happy for RNG to occur in the background. It's the time proportions that are off.

Fair enough.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 01 May 2018, 18:54:42
The time taken for dice rolling is largely a result of player proficiency.  Memorizing the hit location tables goes a long way to reducing time.  One of my favorite modifications back in college was to take out an LRM-10, and put in 10 Small Lasers.  Griffins were beasts with that particular one, but my Eridani T-Bolt was probably the best version.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 01 May 2018, 19:01:27
The time taken for dice rolling is largely a result of player proficiency.  Memorizing the hit location tables goes a long way to reducing time.  One of my favorite modifications back in college was to take out an LRM-10, and put in 10 Small Lasers.  Griffins were beasts with that particular one, but my Eridani T-Bolt was probably the best version.

Expert player proficiency should not be required to make a game playable in a reasonable timefrime while remaining fun.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 01 May 2018, 19:36:13
Memorizing the to hit tables isn't exactly "expert"...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 01 May 2018, 19:43:14
Pretty much everyone I play with has been at battletech since the 90s.

Im the only one who has the tables down... the side table arm and leg hits are still pretty sketchy
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 01 May 2018, 19:54:04
Rolling multiple weapon or hit location dice at a time dramatically speeds up combat, even without a Box of Death.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 01 May 2018, 20:24:40
Memorizing the to hit tables isn't exactly "expert"...

Yeah, it kinda is.  The number of things you have to memorize in order to resolve an attack without consulting a table or sheet is an entire page of numbers and modifiers and tables.

We tend to have a really skewed perception of what a reasonable knowledge of a game's mechanics is.  BattleTech demands a frankly unreasonable proficiency in order to achieve any sort of speed or fluency.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 01 May 2018, 20:54:45
To each their own, I suppose.  Rote memorization is not an uncommon skill.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 01 May 2018, 22:37:59
To each their own, I suppose.  Rote memorization is not an uncommon skill.
So you have two games.

One requires you to memorize NINE tables (movement costs, piloting modifiers, to-hit modifiers, to-hit locations for 'Mechs left right and front/rear, determining critical hits, heat modifiers, cluster hits to at least the 20 range) just to play the basic game with ONE unit type, and several of those tables have a dozen or more entries that you have to commit to memory. One requires you to roll each individual weapon on a model, sometimes ten or more, many of which have radically different ranges requiring recalculation during a game turn, which then requires MORE math to track heat depending on how many weapons fired. One requires you to track the amount of damage that each unit takes throughout the course of a turn, and if it passes the threshold of 20+ over multiple opponent activations (sometimes taking half an hour or more!) then it has to check and see if it falls down. Usually it takes an hour and a half or so before any real changes in the game state HAPPEN, where units die or lose critical systems that affect their ability to fight. One requires each unit to have an entire 8.5x11 record sheet to itself.


Another game has as the entirety of its basic rule set right here:

Each unit picks a maneuver on its maneuver dial and lays it face-down. Turn the dials face-up and resolve the maneuvers in order of WORST piloting skill to BEST piloting skill. There are actions that can be taken after a maneuver resolves, depending on the unit's limitations. If a unit would overlap another unit, it instead stops where it would first touch the overlapped unit, cannot take an action, and cannot fire on the unit it touches. In order of BEST pilot skill to WORST pilot skill, each unit can fire on an opponent unit within its attack arc. Roll attack dice equal to its attack value, the opponent rolls evade dice equal to its evade value. If the attack is at long range, add an extra evade die, if it is at short range, add an extra attack die. Successes cancel each other out, and if there are more hit results than evade results, deal one point of damage to the opponent unit for each result.

All the information that you need is on a record sheet the size of a playing card or on the dial, and it's five numbers, between two and five symbols telling you what actions that each unit can take, and for special pilots any unique rules they might have in less than a paragraph. The game is designed for about 70 minutes a round, and scales upward quite well to a more reasonable 3-hour Epic game.


Which one would be preferable to a fifteen-year-old kid looking for a new game to play? Which one would be more accessible, and enjoyable?

Complicated does not equal good. Complex equals good. Elegance beats kludge every day of the week. Battletech is pure kludge. It's the inelegance of a 1980s game personified. If the only reason you can say a game is easy is because "I've been playing it for twenty years," or offer up as a way to make it more playable "put a bunch of 2d6s in each compartment of a tackle box," that doesn't make it easy or playable.

It should be better. It could be better. The core conceits of Battletech (2d6 curve! Giant robots! Alternating activations!) are SOLID, and several of them were decades ahead of their time (alternating activations especially).

But it's not being made better.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 02 May 2018, 03:23:13
More accessible to a 15 year old?  Obviously the first, since it requires zero investment beyond the rules, which can be found for free online.  Clicky-tech models are expensive, hence why we never went back to that.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: SCC on 02 May 2018, 03:50:20
Another 100% agreement, here. Throwing dice is fun when it has meaning, when it can effect non-incremental change in the gamestate: The AC/20 roll that might just core out a medium 'Mech? Fun. Rolling the sixth of ten Medium Laser rolls for a Komodo? Less fun.

It's also one of the reasons that TACs are such a popular optional rule, because it means that something might happen during the first half of a game. Without that rule, it becomes a book-keeping contest for the vast majority of the game - "Please mark three damage off your left arm, five from your right torso, and five from your left leg. Your turn" - until enough damage accrues and finally you might actually blow something up inside their armor.
This is why a while back I suggested that for post time-skip that 'Mechs be limited in the number of weapons they can fire a turn.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 02 May 2018, 05:33:17
Anytime you are asking someone to memorize a rule or table, you are asking them to make an investment of time and energy into your game. The process of memorization is usually organic when it comes to games: the more you play, the more you remember of the rules, until you can cut out constantly checking the rulebook and reference sheets. However, it means that you've got a perverse effect when it comes to attracting new players: their games take the longest, and are often the most-boring, because they have to look up rules all the time.

I picked up BattleTech about second edition or so, when the rules were far simpler. I don't know if I'd bother learning it now. I've been collecting Star Fleet Battles over the past couple years, mainly because - to be blunt - the folks at ADB are getting older, and I don't know how much longer they'll be around. But I cannot get into playing it, as the rules are so dense and complicated - not to mention long! - that I know I'll never memorize enough to make the game enjoyable. However, the simplified version - Federation Commander - I find to be great fun, especially if you stick to the basic empires.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 02 May 2018, 06:40:03
It's also one of the reasons that TACs are such a popular optional rule,

It's a standard rule, not an optional one.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 02 May 2018, 07:36:13
It's a standard rule, not an optional one.

I think he means floating TAC's rather than the normal Center Torso TAC
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 02 May 2018, 12:59:34
More accessible to a 15 year old?  Obviously the first, since it requires zero investment beyond the rules, which can be found for free online.  Clicky-tech models are expensive, hence why we never went back to that.

Citation needed.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 02 May 2018, 13:18:24
Citation needed.

Agreed. The current market absolutely shows a trend towards big, expensive games packed with "toy value" - miniatures, dice, tokens, and other "feelies." Nobody is attracted to free PDFs of games unless they already know they exist. And to grab someone's attention, you're going to need, well, something to grab their attention.

In addition, it should be noted that MechWarrior: Dark Age and Age of Destruction sold around thirteen million models. The game was an enormous success for pretty much the entire time that collectible miniatures games were popular. The game never failed, it's just that the market moved on, because the market always moves on.

So an attractive introductory boxed set at a reasonable price point is something I miss. Luckily, it seems we're getting that.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Jones on 02 May 2018, 13:48:34
Chiming in to agree with iamfanboy and Scotty here - although I thought iamfanboy was drawing a comparison of Battletech to X-Wing and Armada, not Mechwarrior Dark Age.

Thinking back to when I played Heavy Gear Tactical, there was one page of tables, including turn order examples and total actions possible during a turn. In actual play, you needed four* tables: terrain costs, attack roll mods, defense roll mods, critical hit tables. You could fit all that on a 3x5 card or the back of your cadre record sheet. 4 tables! And even that might be too much now.

*was there a sensor lock roll in HG:Tactical? Maybe five tables then. Still fits on a 3x5 card.

The trick is having tables, if you need tables, that are quick in play to find the necessary data, and then get back to play. No one wants to memorize a table. A table does not want to be memorized, Like my grandfather said, "I wrote it down so I wouldn't have to remember." D&D players don't memorize the character creation tables for every class, because it's a colossal waste of time and energy.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 02 May 2018, 13:49:00
The game never failed, it's just that the market moved on, because the market always moves on.


So you're saying I can't unload these Pogs and Beanie Babies for huge sums of money?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 02 May 2018, 13:50:53
So you're saying I can't unload these Pogs and Beanie Babies for huge sums of money?

Pro tip: Pogs glued together make for a great way to fix a short chair leg.  ;D
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 02 May 2018, 16:01:40
*nod*

The simple reality is that in general people are more willing to make greater financial investment than time/energy investment in games.

Or to put it another way thanks to my back being in so much constant pain for the past two weeks I've been watching a lot of Table Top with Wil Wheaton on Youtube and I'd have trouble seeing them cover even Alphastrike in an episode or two.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 02 May 2018, 16:17:40
Citation needed.
I think the lack of continued production of click-tech speaks for itself.  Or are you saying someone is still making and selling that stuff?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 02 May 2018, 16:23:20
It's safe to say there's a number of factors to why MW:DA died off.

And they're best not rehashed for the umpteenth time here.

So please don't.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 02 May 2018, 17:31:09
I think the lack of continued production of click-tech speaks for itself.  Or are you saying someone is still making and selling that stuff?

I think that your claim that new players are more interested in avoiding financial commitment than they are in smooth and easily leaned gameplay is wrong.

iamfanboy hit the nail right on the head.  If I were to ask (And I kind of have, over the last couple years) whether somebody wanted to learn BattleTech or X-wing, the answer is X-wing.  Almost literally without exception.

The fact that there are no tables to memorize, and I can get a solid demo game that is intuitive and has attractive miniatures that require no additional investment, is a huge deal.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 02 May 2018, 17:45:50
Then maybe you and I simply have different experiences.  I'm from a much more financially constrained background, and am inclined to believe that more people are so constrained than are not.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Jones on 02 May 2018, 18:19:21
People will pay a premium for a built-in group to play with. And a larger audience lets you self-select out of groups that you'd be bound do via the Geek Social Fallacies.

If 3 other people in the area play Federation Commander, to use another game, and one of them is a nutjob catpissman who leers at every girl in the store, writing him off eliminates 33% of my potential player base, and binds me even closer with the other 2 (god forbid one of *them* turns out to be a disgusting whackadoo). If I write off 33% of the local X-wing audience, I've still got a dozen or so? player left. And I don't might paying more to not play with catpissman.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 02 May 2018, 18:31:05
Then maybe you and I simply have different experiences.  I'm from a much more financially constrained background, and am inclined to believe that more people are so constrained than are not.

I think the wild, rampant success of miniatures games that are relatively more expensive to play than BattleTech at a significantly improved approachability level speaks for itself.

There's a reason X-wing pulls in hundreds of players at a time, consistently, around the world, for their organized play events.  In such a small relative population as "people who will go to an organized play event for a miniatures game", the mere fact that it's Star Wars doesn't explain how massively BattleTech gets blown out of the water.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 02 May 2018, 18:46:10
I think you're underestimating Star Wars there, but see your point.  I don't agree with it, but I do see it.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Sartris on 02 May 2018, 18:52:29
a fandom that spends basically no money on the franchise is frankly not desirable fans from a business perspective. You aim at the people who will spend the money or end up with a new career
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 02 May 2018, 19:06:31
I suspect Paizo may disagree with you there...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 02 May 2018, 19:09:29
I suspect Paizo may disagree with you there...

Citation needed (again).  How many books does Paizo sell?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 02 May 2018, 19:09:42
Easily the most important factor in recruiting people to a game is the number of visible players in the area. I say visible because a person playing at home instead of at the store on organized nights don't count. To make issues worse for Battletech, the length of play excludes most week nights from being valid pick up game nights.

As for cost you can look at the lists for the top selling games in US and 40k, War machine/Hordes, X-wing all top the charts. None of which are exactly cheap.

They are however easy to learn, and can play a full game in between 1-2.5 hours.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 02 May 2018, 19:21:43
Gentlemen, did I stutter?

ENOUGH.

Bicker over sales figures in PM. Continuing in here will result in one very, very annoyed forum admin.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Moonsword on 02 May 2018, 19:44:20
Ladies and gentlemen, there seems to be some confusion here.  When the moderation staff says "drop the subject", that means drop the subject and do not discuss it further in that thread.  It does not mean "attempt to debate the point with the moderation staff in this thread" and doing so is grounds for a Rule 3 warning, something we clarified in the recent changes to the forum rules.

I've removed the offending post.  Anyone else who wants to continue that discussion is strongly advised to follow the directions given by JadeHellbringer - who is one of the people who supervises and directs the moderators! - and take it to PMs.  If you want to discuss why that topic ban was done, take it to PMs with him.  Any further discussion on the topic of sales figures in this thread will be removed and referred to the rest of the staff for evaluation for a warning.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 02 May 2018, 21:38:52
I might get a touch personal here, and I apologize in advance, but this is honestly how I feel.

As a child who was on the fringe end of the 1980s geek era, I always perceived an unspoken, but strongly held, attitude among geek culture of that era: That difficult, convoluted rules, storylines, and/or foreign languages were gatekeepers, warding the 'undesirable' casuals while allowing in the ones that we wanted.

Like watching your anime dubbed? Philistine, get out of my house!

Wish that there weren't four different X-Man comics, an X-Force comic, an X-Caliber comic, a Wolverine comic, all of which you HAD to have read for at least ten years (along with several different limited runs of short storylines) to actually UNDERSTAND what was going on? You don't deserve to read these comics, wannabe!

Don't understand how THAC0 works? Please, moron, remove yourself from my D&D game.

While I was (obviously) able to get past the gatekeeper easily, the attitude never felt right to me, and I wasn't able to put a word to it until close to two decades later:

Toxic.

Battletech, for all its positives that I still love, still has much of that toxicity bound up in its rules design, and (if I'm being absolutely honest) oozing from the players who insist that the rules are just fine and if a newbie can't hack it then he should play something easier.

It's a game, gentlemen. A game has value in direct proportion to the number of people that enjoy playing it. To think otherwise, and get smug because SOME people can't hack it and you're not one of THOSE people, is to succumb to that toxicity.

And before you start strawmanning my argument,

Yes, a game obviously has a bottom level for how far it can be simplified.

But if a person wants to play the game because he likes giant robots and bellies up to your table, he should be able to play it with you. The rules shouldn't be preschool level, but they SHOULD be easy enough that anyone with an interest can grasp them and that they're exciting to play.

Battletech, as it stands right now, fails on both counts.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Crimson Dawn on 02 May 2018, 22:07:30
I came into Battletech from teh novels and not the game.  I also had TROs even though I did nto have the game because those manuals gave me more information on the mechs in the game (as the novels did nto often talk about the exact full armaments of the mechs).  I then got into the computer and video games based on the game. 

One of the friends in high school had a copy of the tabletop game and we all talked about playing it but never did and one reason was the rules they just did not come across to us very well and we had played other table top games before (but of course since they are all different that does not mean it helped us very much).

I recently bought a ruleset and my wife and I both played at a con and we had fun but we have not played like we kind of want to and it is in large part due to the rules.  The entire time we were playing we were thinking "why do we have to roll this much stuff and look at so many charts just to resolve some very simple actions".  We love the concept and I really like the setting (well pre FedCom Civil War era after that not really a fan) but the rules just seem really clunky and currently I am thinking of where I could streamline them to make it a bit faster (as in not needing to roll so much and look up so many charts for everything). 

I feel the same ways in some other games for instance after DMing a 3e D&D campaign levels 1-20 where after doing it I told everybody never again because after doing that for other versions of D&D (AD&D/OD&D, 4e, and now 5e) 3e was so much more work for the same level of fun that it is not fun for me to do that version as a DM.  4e has a lot of tactical combat but is so much easier to run.  5e and AD&D are not as tactical but in different ways are just easier to run as a DM.  3e was forcing me as a DM to optimize enemies to keep up all the time and each enemy is built like a character which means ever progressing more work.  You also need to equip them in 3e with magic items to keep their numbers where they are supposed to be if they are NPC type enemies (ie not monsters) and when they are defeated that makes the players even more powerful because now they have that stuff (that is until I started using a modified vow of poverty to improve the enemies with the abilities of items but no actual items for the party to take).  Also full round actions need to be taken out back and shot they are the biggest problem in that edition with hurting weapon users and I hate it as a player and a DM.

The above story is just a representation of how even if I love a game (and I can still play 3e D&D but I still will not DM it) if the rules are clunky to me then it can stop me from wanting to play that game even if so much of it is high quality.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Tai Dai Cultist on 02 May 2018, 22:52:56
I might get a touch personal here, and I apologize in advance, but this is honestly how I feel.

As a child who was on the fringe end of the 1980s geek era, I always perceived an unspoken, but strongly held, attitude among geek culture of that era: That difficult, convoluted rules, storylines, and/or foreign languages were gatekeepers, warding the 'undesirable' casuals while allowing in the ones that we wanted.

Like watching your anime dubbed? Philistine, get out of my house!

Wish that there weren't four different X-Man comics, an X-Force comic, an X-Caliber comic, a Wolverine comic, all of which you HAD to have read for at least ten years (along with several different limited runs of short storylines) to actually UNDERSTAND what was going on? You don't deserve to read these comics, wannabe!

Don't understand how THAC0 works? Please, moron, remove yourself from my D&D game.

While I was (obviously) able to get past the gatekeeper easily, the attitude never felt right to me, and I wasn't able to put a word to it until close to two decades later:

Toxic.

Battletech, for all its positives that I still love, still has much of that toxicity bound up in its rules design, and (if I'm being absolutely honest) oozing from the players who insist that the rules are just fine and if a newbie can't hack it then he should play something easier.

It's a game, gentlemen. A game has value in direct proportion to the number of people that enjoy playing it. To think otherwise, and get smug because SOME people can't hack it and you're not one of THOSE people, is to succumb to that toxicity.

And before you start strawmanning my argument,

Yes, a game obviously has a bottom level for how far it can be simplified.

But if a person wants to play the game because he likes giant robots and bellies up to your table, he should be able to play it with you. The rules shouldn't be preschool level, but they SHOULD be easy enough that anyone with an interest can grasp them and that they're exciting to play.

Battletech, as it stands right now, fails on both counts.

I've got a very similar observation.

I've been a BattleTech fan long enough to see it go from a fun "beer and pretzels" kind of game (although I was underage and too square to dare drink beer) that was the alternative to the Advanced Squad Leader type boardgames and RPGs that were only popular with the "neckbeards"... to being that exact kind of game.  A hypothetical 14 year old me today would look at BattleTech the same way as 14 year old me looked at ASL and Rolemaster in the 80s.  BattleTech is today worthy of all the same satire that Hackmaster gave (gives? is that game still around?) Rolemaster.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 02 May 2018, 22:59:14
*nod*

I have to admit if I hadn't gotten hooked on Battletech when I was younger I seriously doubt I'd get into it in this modern day and age with where I am now.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Crimson Dawn on 02 May 2018, 23:04:47
I've got a very similar observation.

I've been a BattleTech fan long enough to see it go from a fun "beer and pretzels" kind of game (although I was underage and too square to dare drink beer) that was the alternative to the Advanced Squad Leader type boardgames and RPGs that were only popular with the "neckbeards"... to being that exact kind of game.  A hypothetical 14 year old me today would look at BattleTech the same way as 14 year old me looked at ASL and Rolemaster in the 80s.  BattleTech is today worthy of all the same satire that Hackmaster gave (gives? is that game still around?) Rolemaster.

Rolemaster is probably a good way to look at it.  Some may really like having large numbers of tables for their game but others will not (even if they can hack the rules it does not mean you will enjoy doing so) and personally I do not think it is best for many people as starting into the game.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: The_Livewire on 03 May 2018, 02:26:54
Interesting discussion!

I'll be getting a beginner's box for my friends' daughters. So I'll see how much that learning curve hits their enjoyment of the game.

Edit: I also miss more durable hover vehicles. My first military sci-fi was Hammer's Slammers, and I have a soft spot for hover tanks as a result.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 03 May 2018, 03:54:20
I think assuming that those of us who think the rules are just fine means we ooze a toxic attitude toward new players is conflating two very different issues.  And yes, the way you phrased that does seem a bit "personal".

Crimson Dawn has an interesting point about amount of work driven by rules, but I have to admit I like a lot of that "work".

As far as the actual topic, I miss being able to use bay quarters for Small Craft crews.  Especially under 200 tons, there seems to be no reason to require long term quarters for the crew.  Such craft have very short legs.  Granted, some craft might want them anyway, but prohibiting bay quarters just doesn't make sense to me.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 03 May 2018, 07:14:48

Edit: I also miss more durable hover vehicles.

TacOps is there for you. It knows how you feel.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 03 May 2018, 07:54:34
I think assuming that those of us who think the rules are just fine means we ooze a toxic attitude toward new players is conflating two very different issues.  And yes, the way you phrased that does seem a bit "personal".

Well. It doesn't have to be something that a person is actively trying to do. Highly complex systems automatically puts a fairly high barrier on the entry, and its very common that people forget their own passage in learning. Its why I actively have to think from the position that I don't have all my built up memorization and knowledge of the Battletech over the years, because if I don't I come off very much as an elitist even though I'd like more people playing Battletech.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 03 May 2018, 08:28:01
TacOps is there for you. It knows how you feel.

I feel like TacOps is always there, off in the shadows, saying things like: "Come on kid, just one more add-on. You know you want to."


Then, just when you think you're in control, he steps aside, and introduces you to his kid brother, StratOps. "Have we talked about campaigns? We guarantee you'll love it. This slope isn't slippery at all."
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 03 May 2018, 12:08:52
Well. It doesn't have to be something that a person is actively trying to do. Highly complex systems automatically puts a fairly high barrier on the entry, and its very common that people forget their own passage in learning. Its why I actively have to think from the position that I don't have all my built up memorization and knowledge of the Battletech over the years, because if I don't I come off very much as an elitist even though I'd like more people playing Battletech.

I learned to play the tabletop game a little over a decade ago.  I showed up at a game not knowing anything about how the rules worked, but all the more experienced players walked me through everything.  By the end of the night, I didn't know what all the dice rolling was for, but I did know that running my Shadowhawk up to a Crab and punching him in the face was fun.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Vandervecken on 03 May 2018, 15:56:28
Crimson Dawn has an interesting point about amount of work driven by rules, but I have to admit I like a lot of that "work".

This is very interesting to me. I am glad that you see it for what it is - it's "work". Some may find the work fun, others may find it dull, but it's the act of resolution, not the act of making choices, and making choices is the only part of the game where a player has agency.

Imagine if you had a resolution system that was powered by a rowing machine, the kind you find in a gym. You decide who you want to shoot at, and with what, then you get down on the floor and power through 20 reps. In the 80s all games require rowing for action resolution, and people put up with it because there are no other options. Now 20 years later, there are other options. A small but significant portion of the potential playerbase sticks with the game, because they happen to like rowing and giant robot combat, but the rest of us really don't understand it, and drift away.

I love giant robot stompy action. I played Mechwarrior religiously, love the fiction, played MechCommander, looking forward so much to playing the new computer game from HBS. But I just don't need any rowing in my life. And I don't understand why it still needs to be there.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 03 May 2018, 19:27:16
Heh, I think you just invented the killer app for cardio machines...  :thumbsup:

And just to be clear, I put "work" in quotes because only some define it as such.  Fun is fun, no matter where you find it.

As far as rules I miss, I think the old LAM rules were a bit simpler (jumping vice WIGE movement), but the new ones seem better balanced.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 03 May 2018, 20:21:03
10 shot gauss rifles!  Old star league tech!

Yup. I've used that as a potential LosTech reward for someone to field if they found a cache... or came across an old Star League-based society that hasn't seen the Case White treatment of the Word of Blake. Apparently there are a lot of abandoned worlds in what used to be the Rim World's Republic.  Never know what you'll find chasing down rumors.

Wonder if the Snords have one, or the Scorpions.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 03 May 2018, 20:24:20
The old AMS could potentially swat an entire flight of srms... or you could roll snake eyes.  That said, standardizing the ammo consumption was good.  The dice based ammo rules were odd and inconsistent with everything else.

It would make sense if the AMS effect weren't random. You swat down the entire missile swarm but waste X ammo in doing so. Would make sense, however to have MG Ammo levels if you did that.

Either a consistent amount of ammo expenditure with random effects, or a consistent effect with random ammo expenditure.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 03 May 2018, 20:41:03
To each their own, I suppose.  Rote memorization is not an uncommon skill.

And, you know what? I'm a better person in other areas of life for it. That's the one thing I think people are forgetting.  I'm really good at arithmetic because of this game and others, like Magic.  This game, constantly having to quickly run numbers, is great at working parts of the mind.  You develop a personal system that makes it easier for you as you go, and it applies to other number-crunching moments. I have now taken up the habit of giving certain amounts of change to the cashier so I can get back a number of quarters, so I can drop the amount of dimes and nickels and pennies I carry around, and it only takes a matter of seconds.

Memorizing the tables is useful in that I know how to commit other things to memory, becoming an expert enough that I can do things faster without having to look something up.

Having the tables I need ready-to-hand on a reference sheet for when I have a brain-fart has instilled the habit of doing the same for key information I need for other complex information tasks.

I have a better understanding of probability, now, because of this game, and others.

These are skills and talents that I've grown into because of a game like BattleTech. Let's not forget that aspect of gaming. Fun is paramount, but wanting to become better at it by developing certain skills shouldn't be frowned upon. That's probably one of the reasons I like games as complicated as BT.  It's not only potentially fun, and paints a very vivid picture of the action and the outcomes, but it is a tool for growth. Having something like that is a good thing.

 
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 03 May 2018, 21:23:34
Imagine if you had a resolution system that was powered by a rowing machine, the kind you find in a gym. You decide who you want to shoot at, and with what, then you get down on the floor and power through 20 reps. In the 80s all games require rowing for action resolution, and people put up with it because there are no other options. Now 20 years later, there are other options. A small but significant portion of the potential playerbase sticks with the game, because they happen to like rowing and giant robot combat, but the rest of us really don't understand it, and drift away.
I was going to add something similar to this. Battletech to me comes from the Silver Age of Gaming. The Bronze Age consists of the original era of gaming, nothing really even mainstream in the gaming circles. Silver Age is when you start seeing the first of the more popular games D&D, Battletech, Warzone, Warhammers, Magic, etc... These games were functional but unrefined they often handled mechanical needs of the game system through sheer brute force. It was fine because at the time there just wasn't a lot of other choices out there. We are now in a Golden age of gaming. We are spoiled for choice, games aren't just mainstream in our little hobby but more mainstream overall. Games have been forced to evolve to get the most elegant solutions to mechanic issues, because it's not uncommon for people to have dozens if not hundreds of games.
I learned to play the tabletop game a little over a decade ago.  I showed up at a game not knowing anything about how the rules worked, but all the more experienced players walked me through everything.  By the end of the night, I didn't know what all the dice rolling was for, but I did know that running my Shadowhawk up to a Crab and punching him in the face was fun.

That is half of what a demo game should do. When ever I am running a demo game I have two goals: You to have fun and you learn enough so that you can play a basic game with a quick flip through the rule book.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: CrossfirePilot on 03 May 2018, 23:16:52
Like watching your anime dubbed? Philistine, get out of my house!

Wish that there weren't four different X-Man comics, an X-Force comic, an X-Caliber comic, a Wolverine comic, all of which you HAD to have read for at least ten years (along with several different limited runs of short storylines) to actually UNDERSTAND what was going on? You don't deserve to read these comics, wannabe!

Don't understand how THAC0 works? Please, moron, remove yourself from my D&D game.

While I was (obviously) able to get past the gatekeeper easily, the attitude never felt right to me, and I wasn't able to put a word to it until close to two decades later:

Toxic.

I feel you, but that also exists in almost any hobby, and even worse yet when you need to go to some special store to get parts, supplies, advice etc.

I started calling it the "geekism" about a dozen years ago (ok maybe 20) when twice in the same week I experienced it at two very different store.

Model airplane store, I needed help with some things after returning to the hobby after a 15 year leave.  Just to have the two dopes behind the counter do their best to ignore me and continue talking about the meet that they had been to that weekend.

Gun store, needed some reloading supplies and again, two counter dopes doing their best to ignore or be short with me so they could go back to talking about meet they had been to that weekend.

Go into some specialty computer stores its there too, two guys that resemble the simpsons comic book guy would rather keep talking about their latest gaming build than help the customer that wants to simply pick up a printer for home.

its all over man...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 04 May 2018, 22:10:57
And, you know what? I'm a better person in other areas of life for it. That's the one thing I think people are forgetting.  I'm really good at arithmetic because of this game and others, like Magic.  This game, constantly having to quickly run numbers, is great at working parts of the mind. 
So my wife just now was playing Zelda: Breath of the Wild, and looking for Stealthfin Trout in a certain place that the map says they're at - the south side of an island. She'd found them ONCE before, over two months ago, but was having no luck now. I say, "Look on the north side of the island. That's where you found them last time." She looks and sure enough, a small pod of them.

What's the point of that story? Some people have an easy time memorizing things. Other people do not. By placing memorization as the key skill in playing a game, and subtly deriding other people for NOT having that skill, you fall victim to that patronizing, toxic mentality: "What's that? You can't memorize dozens of things? Well, go play another game, scrub."

It's one of the main gripes I have about Warmachine, too: The difference between winning and losing is memorizing the abilities of all your opponent's models with a casual glance of their cards pre-game and realizing how they interact to permit his victory - versus an opponent who's spent hours or days carefully crafting his list so he understands how its synergies work. (I mean, I've got about six or seven gripes, but that's another forum!)

As I get older, the less I want to play a game that relies on memorization. Doesn't matter if I can still do it, it still acts as a gatekeeper to my friends who enjoy games but can't wrap their heads around memorizing a massive chunk of information in a very short time.

Plus, rote memorization isn't the ONLY problem with Battletech. Slow, clunky, BORING gameplay is another killer.

I feel you, but that also exists in almost any hobby, and even worse yet when you need to go to some special store to get parts, supplies, advice etc.

I started calling it the "geekism" about a dozen years ago (ok maybe 20) when twice in the same week I experienced it at two very different store.
But things have changed quite a bit in the last ten or fifteen years. I'm not sure when it happened either, but since geek went mainstream most everything focused on being easier and more fun.

It's as though something clicked when the Spiderman movies made it big and geeks were like, "Well, wow. This is nice. Being able to talk about something I like with a random stranger is nice. I wish to experience this more often."

Being snobby is a negative thing. Being inclusive is a positive thing. You experienced that snobbery first-hand. Which attitude is better for a bunch of geeks to take if they want more people to become geeks like them?

The above story is just a representation of how even if I love a game (and I can still play 3e D&D but I still will not DM it) if the rules are clunky to me then it can stop me from wanting to play that game even if so much of it is high quality.
That is exactly how I feel about 3e D&D. "All the options and splatbooks!" my friends cry. "The stacks of modifiers and endless bookkeeping!" I cry in return.



The thing is... Battletech is in a dead end. It's a moribund game, played by an ever-aging cohort of die-hard grognards who first experienced it decades ago. It has a lot of things that are great and epic and unique about it which COULD appeal to a broader audience, but because there's a vocal part of the players who oppose any kind of change, it's never going to break out.

And, I dunno, it makes me a little sad thinking about it. Like, what are my prospective grandkids going to think when they look at my minis? "Well, we can use these for D&D8e, for sure. But the little robots? What game were they for? Warmech? Eh, who cares."
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 04 May 2018, 22:36:55
Have you got anything backing up all that pessimism?  Because the last I heard, Battletech had spent the last decade doing a lot better than it had under FASA.

It's a niche game.  It's always been a niche game.  It's always going to be a niche game.  Warhammer has dominated the tabletop wargame market for a long time, Battletech is not going to compete with that but it's doing pretty well for itself.  Comparing it to games that have always been bigger and more popular than it really doesn't seem fair.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 04 May 2018, 22:42:11
Who is asking you to memorize tables?  That's why they give you the reference card in the starter set.

Battletech is what it is, and that really is unlikely to change.  But I know that I have seen a lot of people come through Bootcamp at conventions, start to go play Grinder, and end up playing there all weekend,  and then come back the next year and the next year and the next.

And I've seen the local folks  in our games grow from 7-8 usual types to sometimes having 20+ players show up.

I think a lot of it is in the way you teach it and how well you stimulate the players' imaginations. 

You want games that are faster play?  They are out there.

Battletech is what Battletech is. And I think there are players out there for it who will enjoy it for what it is.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 05 May 2018, 13:11:22
Who is asking you to memorize tables?  That's why they give you the reference card in the starter set.

The entire branch of this discussion started when it was raised that BattleTech takes too long to play without having memorized significant amounts of information.  In BattleTech's particular case you at best have to memorize which tables you're looking for - because otherwise that's how you get 5+ minutes time to finish shooting per Mech.

I'd be a liar if I said that wasn't the most frustrating thing about running a Grinder table.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 05 May 2018, 13:57:20
What's the point of that story? Some people have an easy time memorizing things. Other people do not. By placing memorization as the key skill in playing a game, and subtly deriding other people for NOT having that skill, you fall victim to that patronizing, toxic mentality: "What's that? You can't memorize dozens of things? Well, go play another game, scrub."

I imagine that faux-voice is your rendering of 'if the game could speak'.  ???

I was trying to point out that the game helped build those skills, not that they were necessary to play. The skills I listed apply to all aspects of life, and work very well in other games, too.

And, this is why I look on the Classic BattleTech as something more akin to an RPG than a simple game. While it is a game, you get more out of it with repeat sessions.  RPGs, to get the full effect of the game, require some commitment, especially the coin of time.

BT might have been started as something to throw down every once in a while, like you can with Catan, or Lords of Waterdeep, or Magic, or King of Tokyo.  It certainly started out merely as a story agnostic robot skirmish game, and can still be played that way. However, when even the 2nd Ed rules add factions and a universe in sidebars, and include something about pilot growth over the course of games, that turns it into a sort of RPG, whether the battles are linked to a narrative or not. You want your pilot to improve, you put that pilot into more games.

And the universe expanded.  You don't do that for something like Catan. 

They did it with Magic, but the way the game's constructed, they really don't have to. You could take the same mechanics and reskin it to be sci-fi the way deck customization works. 

They have not done that with King of Tokyo. Nor Catan, though there is a side game that takes events from a novel and turns it into a resource gathering game.

Lords of Waterdeep is riding off an existing property. 

Which is the same for X-Wing. As intuitive as the system is for that minis game, how well would it have done without that Brand Recognition? There's another series of games that have something very similar in Wings of Glory, and Sails of Glory.  I was intrigued, but there isn't much on the game shelf at the stores I've been to. (Might be interesting if they worked off the World of Tanks idea and made a Tanks of Glory version.)

Don't get me wrong. I'd like a streamlined version of BattleTech, too. Something between CBT and Alpha Strike. Would love to do proper company/trinary sized games in less than a full afternoon, with something of the same location and weapon tracking, from the Classic game.

But, there's something else I'd like to see: Space Combat and Infantry Combat, with the same scale of units in mind, with similar detail.

So, back to missed rules!  I miss the fact that there was no strange 1 Level transformation for Mechs in buildings. A Mech was two levels tall, and when it entered the building, it was safe to assume it was still two levels tall. If it entered a 1-level tall building, I imagine the legs would take damage as described for occupying buildings, while the upper torsos would not. But, that's an ambiguous thing as the initial building rules didn't say.

Actually, I do kinda miss the ambiguity of certain things. You could have fun with different interpretations - I like to apply different interpretations in the form of differences in technology.

An Example: If you only had the BattleTech Manuall, without any of the unit stats from the actual AeroTech box, then there's this little thing about LAMs acting like their BattleMech counterparts. Without the context of the boxed set or TRos, one could look at there being advanced 3rd generation Wasp, Stinger, and Phoenix Hawk LAMS that were the exact same tonnage as the standard Mechs, with the weapons in the same locations and not a mere cosmetic similarity.

I'd treat these as a limited run made just at the moment of the fall of the Star League. If you have one, it's neat for the mere fact that it can actually run alongside standard brethren chassis and nobody would be able to tell the difference until it transformed.  Would be great in a double-blind set-up.

 ^-^ You see what I just did there? Storytelling! You don't do that with a simple plop-down board game. 

So, yeah. You're right. BT can use an elegant style of game for those who aren't interested as much in story as they are in a War Robot skirmish. 

So, a different track if we're going to keep this up, what rules would you like to keep? And, what rules from other branch games from BT could be cobbled together to make a better streamlined skrimish game?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 05 May 2018, 14:05:25
And I've seen the local folks  in our games grow from 7-8 usual types to sometimes having 20+ players show up.

I think a lot of it is in the way you teach it and how well you stimulate the players' imaginations. 

I'm one of those 'quiet gamers' that someone mentioned upthread. I teach friends to play. While a great deal of them haven't played with me in a long time, simply having moved on in life, when I do get in touch with them, it comes up, and they seem to have fond memories.

There are some who don't care for it, but it's more in the nature of the game and its premise than the game style.  One of my general gaming buddies just hates skirmish games in general, but will throw down for Catan, Carcassonne, Magic, and we'll even break out Fleet Captains, or the older 1st or 2nd Ed D&D once in a while. He especially likes the old HeroQuest board game, which is surprising, because it is a skirmish game, but it has a general story to it which can be played through.  A series, even, if you have the expansions. I imagine 2nd Ed Descent might also be up his ally. Certainly better upgrade options.





Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 05 May 2018, 16:24:33
Who is asking you to memorize tables?  That's why they give you the reference card in the starter set.

Battletech is what it is, and that really is unlikely to change.  But I know that I have seen a lot of people come through Bootcamp at conventions, start to go play Grinder, and end up playing there all weekend,  and then come back the next year and the next year and the next.

And I've seen the local folks  in our games grow from 7-8 usual types to sometimes having 20+ players show up.

I think a lot of it is in the way you teach it and how well you stimulate the players' imaginations. 

You want games that are faster play?  They are out there.

Battletech is what Battletech is. And I think there are players out there for it who will enjoy it for what it is.
Reference cards really are a crutch in game design, their sole purpose is to hold the information that your players are supposed to memorize after playing a few times. They are necessary, but only begrudgingly so. If experienced players still need to look at them even occasionally you've got a real problem.

I really wish I had even 1 person who wanted to play in my area that wasn't an hour plus away, sadly that includes a group that has dozens of ex-players local.

As for faster, I don't really expect Battletech to ever be a lightening quick game. But in its current state, it's on the length of some of my more epic board games like Twilight Imperium 3rd. Ed.. Especially if its anything more then a simple lance on lance. I'll always expect it to be in the time range of a miniatures game which is in the 2-3 hour range. Now I have been watching a lot of the videos coming out for X-wing's next edition, and the theme that sticks out from the developers really applies is that they did the edition change because there was a lot of potential in the game that wasn't able to be done with the rule set as it is currently designed. I think that really applies to Battletech. Will it ever be a Warhammer, probably not, but it can be better. With the introduction of the new computer game and such there is a new pool of potential players out there which I think is shrunk considerably because of that potential left on the table because of the core design rules.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: iamfanboy on 05 May 2018, 20:08:24
Sorry, I was feeling somewhat morose because no one showed up at the local game store for a wargame the owner and I were trying to get promoted there. Wasn't Battletech - in fact, last year his distributor sent him some Alpha Strike boxes for free that he then gave to me because I was the only person at his store who has anything to do with the game.

But still, the mood influenced me more than it should have for my last post.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: SteelRaven on 05 May 2018, 21:18:00
Unfortunately that happens. Been playing BT at my FLGS every Sunday, get a few interesting people asking qestions but everyone seems afraid to invest in a mini game unless it's Star Wars related (the 40K stuff has been collecting dust over the last year while the number of SW stuff has doubled on their shelf space)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 06 May 2018, 19:29:58
Reference cards really are a crutch in game design, their sole purpose is to hold the information that your players are supposed to memorize after playing a few times. They are necessary, but only begrudgingly so. If experienced players still need to look at them even occasionally you've got a real problem.


I've been playing BT since the late 1980's, am an Agent, and I still don't have the tables memorized.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: onionmancer on 06 May 2018, 19:48:29
Sorry, I was feeling somewhat morose because no one showed up at the local game store for a wargame the owner and I were trying to get promoted there. Wasn't Battletech - in fact, last year his distributor sent him some Alpha Strike boxes for free that he then gave to me because I was the only person at his store who has anything to do with the game.

But still, the mood influenced me more than it should have for my last post.

You’re entirely right unfortunately. Unless BT can redesign itself to be fun again it’s not going to do well. I can only be bothered to play now if it’s megamek, a damning point thst the rules are so fiddly they need to be automated. As you alluded to we need to give players ways to make meaningful choice and outthink their opponent. For the amount of rules it has CBT has very little of that compared to an XWing or modern board games.

This place has never done a good job of fostering critique or disagreement and as a result people just stop participating once they burn out. The result is cannibalizing the existing user base in an endless chain of TROs and no new storylines content. I’m hoping Weisman and HBS turn their design chops to a streamlined tabletop BT that offers the streamlined play and tactical choice of an X-Wing or similar games, but who would they when the margins for digital are so much better?. 
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 06 May 2018, 20:35:29
If you think that Battletech isn't a game where you need to outhink your opponents, you have been playing a very different game than I have.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Major Headcase on 06 May 2018, 21:01:16
What do i miss about older rules?
My youth... 😂
Older rules means younger me!! 🤣
Title: Re: What Do You Miss From Older Rule-sets?
Post by: CrossfirePilot on 06 May 2018, 21:46:55
What do i miss about older rules?
My youth... 😂
Older rules means younger me!! 🤣

Maybe thats why i really miss my 1985 plymouth horizon, my 80386, and 80s hair metal...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 07 May 2018, 06:55:45
If you think that Battletech isn't a game where you need to outhink your opponents, you have been playing a very different game than I have.
You do, but the opportunities to do so are much later in the game, and fewer the X-wing.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 07 May 2018, 08:20:26
What do i miss about older rules?
My youth... 😂
Older rules means younger me!! 🤣

Shut it down folks, we have a winner.  ;D
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 07 May 2018, 10:02:44
You do, but the opportunities to do so are much later in the game, and fewer the X-wing.
:toofunny:
Title: Re: What Do You Miss From Older Rule-sets?
Post by: onionmancer on 07 May 2018, 10:32:21
:toofunny:

If that’s your response, I don’t know what kind of qualitative analysis would convince you. Have you tried X-Wing? What choices do you think are made by players in BT? Which of those decisions are possible only with the last 20 years of accrued rules cruft? It’s telling  BT was more popular in older sets when it was simpler.

Really i see three decisions made by players in BT: a math analysis to figure out how they can have better to-hits than their opposition, which is mostly a function of reading your map, the game of anticipating movements with imitative, which doesn’t involve a lot of guesswork when you move one at a time (the hidden  decide and declare of xwing is a lot more interesting to me), and gambling chances to hit vs. heat. Those decisions are buried in a lot more time to resolve in BT and come quickly and steadily in XW. And with character cards and abilities and a streamlined push your luck mechanic yoi get  a lot of excitement with less fiddliness.

My gripe with Alpha Strike is that the resolution time is greatly reduced  but you still don’t have much to decide on. I hope for an AS 2.0 that looks more like XW.

Empirically, we see that XW is blowing BT out of the water. If you want to see the IP continue it behooves everyone to understand why and to adapt. If BT limits itself to an audience of grognards it will keep slowly bleeding out.  A modern fun game could capture big chunks of MWO and HBS players easily.  But it requires capital, risk appetite, and the willingness to alienate part of your existing player base in order to find new markets.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 07 May 2018, 12:08:31
I've played X-Wing and several other Star Wars minis games.  The game is selling due to brand recognition, not because people love the rules: take away the Star Wars logo and it'd be a game that would be shoved into a tiny corner of the game store if they even carried it. It is not fundamentally a superior game to Battletech, it is merely a different game.  Battletech would not in any way shape or form be better off if it tried to change to have gameplay more like X-Wing.  An attempt to suddenly change Battletech to make it be some other game that it's not would be bad for business.

As I said before, the game now has a large player base than it had back in the "good old" simply days.  If you wish to claim otherwise, please show your evidence rather than simply repeating that you don't like the new stuff.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 07 May 2018, 12:22:40
As I said before, the game now has a large player base than it had back in the "good old" simply days.  If you wish to claim otherwise, please show your evidence rather than simply repeating that you don't like the new stuff.

[Citation needed], double dipped with significant irony for demanding cited refutation in the same breath.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Bedwyr on 07 May 2018, 12:24:18
My dudes. Be excellent to each other.

- Moderator.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 07 May 2018, 12:57:33
I've played X-Wing and several other Star Wars minis games.  The game is selling due to brand recognition, not because people love the rules: take away the Star Wars logo and it'd be a game that would be shoved into a tiny corner of the game store if they even carried it. It is not fundamentally a superior game to Battletech, it is merely a different game.  Battletech would not in any way shape or form be better off if it tried to change to have gameplay more like X-Wing.  An attempt to suddenly change Battletech to make it be some other game that it's not would be bad for business.

As I said before, the game now has a large player base than it had back in the "good old" simply days.  If you wish to claim otherwise, please show your evidence rather than simply repeating that you don't like the new stuff.

For a quick comparison, many years ago (the early 00s), Wizkids released Crimson Skies (https://en.wikipedia.org/wiki/Crimson_Skies#WizKids_collectible_miniatures_game (https://en.wikipedia.org/wiki/Crimson_Skies#WizKids_collectible_miniatures_game)) It was clix based, but the movement system was very similar to X-wing (secret orders of movement cards, speeds, angles of attack).

It flopped. Hard.  Now it came out in the height of clix based game, but it had cool models, and a pretty quick system of play, even a cool universe to play in. But it just didn't take off.  So there is something to say for X-Wing having at least part of its success due to the brand. Without it, it wouldn't have taken off into the success it has been.  Whether its continued success is due to the brand or the mechanics of the system is a much more debated topic.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: MoneyLovinOgre4Hire on 07 May 2018, 13:07:38
I told myself to stop bothering with this thread days ago.  It's time I actually did so.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Azakael on 07 May 2018, 16:49:12
Since the subject was, "What do you miss..." and not, "What is needed to make Battletech a more appealing modern game..." mine is old AMS. I miss the ability to make a missile volley end entirely.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 07 May 2018, 17:42:05
Since the subject was, "What do you miss..." and not, "What is needed to make Battletech a more appealing modern game..." mine is old AMS. I miss the ability to make a missile volley end entirely.

I don't miss the random ammo roll, though.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: onionmancer on 07 May 2018, 18:15:42
I've played X-Wing and several other Star Wars minis games.  The game is selling due to brand recognition, not because people love the rules: take away the Star Wars logo and it'd be a game that would be shoved into a tiny corner of the game store if they even carried it. It is not fundamentally a superior game to Battletech, it is merely a different game.  Battletech would not in any way shape or form be better off if it tried to change to have gameplay more like X-Wing.  An attempt to suddenly change Battletech to make it be some other game that it's not would be bad for business.

As I said before, the game now has a large player base than it had back in the "good old" simply days.  If you wish to claim otherwise, please show your evidence rather than simply repeating that you don't like the new stuff.

Without direct access to sales figures i could point to reduced shelf space, the lack of miniatures being sold at retail, fewer hosted events and participants in. Those vents. Perhaps the best proxy that we do have access to is that there is insufficient demand to support a timely reprint of the boxed set.  What metric do you find most significant?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 07 May 2018, 20:13:33
Let's try this again...

The sales figures of other companies that produce other games have nothing to do with old Battletech rules that you miss. 

Companies that produce other games have nothing to do with old Battletech rules that you miss.

Other games have nothing to do with old Battletech rules you miss. 

Stick to the topic at-hand, otherwise we will start handing out warnings and seriously examine what this thread accomplishes if nobody is capable of sticking to the question originally posed.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Crimson Dawn on 07 May 2018, 20:17:09
I've played X-Wing and several other Star Wars minis games.  The game is selling due to brand recognition, not because people love the rules: take away the Star Wars logo and it'd be a game that would be shoved into a tiny corner of the game store if they even carried it. It is not fundamentally a superior game to Battletech, it is merely a different game.  Battletech would not in any way shape or form be better off if it tried to change to have gameplay more like X-Wing.  An attempt to suddenly change Battletech to make it be some other game that it's not would be bad for business.

As I said before, the game now has a large player base than it had back in the "good old" simply days.  If you wish to claim otherwise, please show your evidence rather than simply repeating that you don't like the new stuff.

I wish I could believe that but I live in the Cleveland Ohio area and there are a good number of game stores in this area and so far I have only found one that sells Battletech and when talking to the employee (may have been the owner not sure) he thought it was a cool game but was very unsure of its future considering how it was selling.

This one store has a huge selection of all sorts of games so I am no longer surprised that they had Batletech in it but since it is the only store I have seen it in for many years now I am very unsure that the game is more popular than ever.  It certainly does not feel like it.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Requiemking on 07 May 2018, 20:24:12
I miss the Targeting computer rules from Battletechnology. It made mechs with special T&T systems worth taking, Ltke the Lancelot and the Clint.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: grimlock1 on 08 May 2018, 00:01:15
I miss the Targeting computer rules from Battletechnology. It made mechs with special T&T systems worth taking, Ltke the Lancelot and the Clint.

Are there any of those rules that aren't replicated by Quirks?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Requiemking on 08 May 2018, 00:54:17
Are there any of those rules that aren't replicated by Quirks?
I'm more of the opinion that the quirks simply don't go far enough. For example, why should I go through all the trouble of trying to find a replacement for my Star League era Lancelot's KBC Starsight 3, when I could simply "downgrade" to a Garret D2j and get exactly the same benefits for a much lower price and greater availability? Answer, I shouldn't, because aside from price, there is absolutely no functional difference between the two. Both provide the Anti-Air quirks, and thats it.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: holyspook on 08 May 2018, 01:26:18
I always like the L1-L3 system and the Tactical Handbook for flavor.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 08 May 2018, 01:37:16
I always like the L1-L3 system and the Tactical Handbook for flavor.

Yeah, I like the level system as well, if only to knock out some of the implied snobbery of "Introductory" vs. "Standard" vs. "Advanced."
Title: Re: What Do You Miss From Older Rule-sets?
Post by: JadeHellbringer on 08 May 2018, 07:22:13
I don't miss the random ammo roll, though.

Man, no kidding. Good news, I shot down two missiles from an SRM-4 salvo! Bad news, I used up half the ammo bin on my Penetrator to do it!

Although now the Uller-C looks absurd.  ;D
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Fat Guy on 08 May 2018, 09:15:19
Although now the Uller-C looks absurd.  ;D

Also see Koshi A.   ::)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 08 May 2018, 09:27:26
Also see Koshi A.   ::)

conversely, look at the Kimodo KIM-2.  It has 2 AMS, but in the old rules, only enough ammo for 2 missile volleys.  That is 3 tons of not so great. Newer rules it makes sense.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Tai Dai Cultist on 08 May 2018, 12:40:14
Playing HBS's BattleTech got me realizing "hey, force balancing is done by tonnage!"

It's been a looong time since I played a tabletop game balanced by tonnage.  Granted LosTech and ClanTech destroyed that as a mechanism, but while it lasted IMO it was a better force balancing mechanism than CV/BV1/BV2.

Of course AT1 also had its own old-school force balancing in the form of counting Heat Sinks, but TBH I literally never played a game that way so no reason to wax nostalgic about that lost quirk.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Iceweb on 08 May 2018, 21:14:01
conversely, look at the Kimodo KIM-2.  It has 2 AMS, but in the old rules, only enough ammo for 2 missile volleys.  That is 3 tons of not so great. Newer rules it makes sense.
 

That said it was designed to fight elemental, which only have two SRM salvos, so it could kinda make sense.  If BA could fire both at once????? 

I'm glad that the KIM got lucky and got future-proofed since I have a soft spot for that little mech.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 08 May 2018, 22:34:02
 

That said it was designed to fight elemental, which only have two SRM salvos, so it could kinda make sense.  If BA could fire both at once????? 

I'm glad that the KIM got lucky and got future-proofed since I have a soft spot for that little mech.

Not only future proofed, but lovely variants like the large laser, c3 slave, and c3 master versions.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: grimlock1 on 09 May 2018, 00:09:17
 

That said it was designed to fight elemental, which only have two SRM salvos, so it could kinda make sense.  If BA could fire both at once????? 

I'm glad that the KIM got lucky and got future-proofed since I have a soft spot for that little mech.
Just went back to BMR and C:RoW and noticed a change to AMS that I do like.  Under the old rules, AMS checks were made BEFORE the missile attack's To Hit roll was resolved. So you could use most of your AMS ammo on a salvo that would have never actually hit!
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Iceweb on 09 May 2018, 01:46:17
Not only future proofed, but lovely variants like the large laser, c3 slave, and c3 master versions.

I will admit I never really saw the point of putting a master on something so light and fragile. 
The slave unit one is more reasonable since it wants to get in close anyways but it's not exactly my first choice for a spotter mech. 
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Papabees on 25 May 2018, 20:55:28
This is genius.
I figured on the mech sheet I would include arrows that determine adjacency and the Head would only be connected outgoing So It would only take damage from a direct hit. At the minimum pilot damage would only apply on a direct hit. But yeah, my idea was things like LB-X, and even basic AC to give them a little bump, would be high primary/ low "cluster" value while Missiles would be more balanced. Some rough examples

AC-2 : 4
AC-5 : 7
AC-10 : 10/1C
AC-20 : 20/2C
LBX2 : 1/1C
LBX5 : 3/1C
LBX10 : 5/2C
LBX20 : 10/4C
LRM5 : 1/1C
LRM10 : 2/2C
LRM15 : 3/3C
LRM20 : 4/4C

Each type retains a unique damage profile, the damage actually applies like a proper shotgun hit now in the case of the LBX, and you eliminate the cluster roll plus any other cluster location rolls.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: mbear on 30 May 2018, 06:37:20
I will admit I never really saw the point of putting a master on something so light and fragile. 
The slave unit one is more reasonable since it wants to get in close anyways but it's not exactly my first choice for a spotter mech.

It's so you can use a C3 network with lighter 'Mechs. Otherwise you'd have to use something much heavier, and slower, to create a C3 network. Your lighter 'Mechs may not be able to provide enough firepower to support the heavy unit. And given who invented C3, having a Jenner or Bishamon spotting for three Panthers would be amazing. (I may have to try that.)

As for what I miss from older rule-sets? Not much. I think I said it earlier, but I miss non-glossy paper in the books. The regular paper let me write down notes more easily, but that's not a huge thing. I'm going to think about it some more, but I miss rulebooks being rulebooks instead of combined fiction/rulebooks. I think the fiction is nice, but it should be in its own book. Just my 2 cbills.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: William J. Pennington on 30 May 2018, 10:12:25
I've been playing BT since the late 1980's, am an Agent, and I still don't have the tables memorized.

I'll use reference tables every time. I tossed trusting 'memorization' a long time ago. Player using tables isn't a problem. Telling new players they are expected to memorize tables is a great way to chase away new players. I'd never suggest this in hearing distance of potential new players, ever.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 30 May 2018, 11:14:20
It's so you can use a C3 network with lighter 'Mechs. Otherwise you'd have to use something much heavier, and slower, to create a C3 network. Your lighter 'Mechs may not be able to provide enough firepower to support the heavy unit. And given who invented C3, having a Jenner or Bishamon spotting for three Panthers would be amazing. (I may have to try that.)

There are few canon C3 light/medium mechs with masters (8 of them), and 5 vehicles:
Daimyo 5K - 40t - 5/8. Has ERPPC and 2ML
Mongoose II 268 - 40t, 8/12(16) but only 3 ERMLs
Bishamon 4K - 45tQ, 7/11 2 ERSL, 2Mplas, MRM10
Komodo 3C - 45t, 5/8/5, 8 mlas
Tessen C3M - 50t, 6/9(12), ERPPC,snPPC,splas
Fennec 1CM - 55t, 6/9, 2xPPC, 2mplas
Scorpion 12K - 55tQ, 6/9, SnPPC, MML9, ERML
Thunder Fox C3 - Experimental.

So if you want to move and jump, the Komodo is your only canon option under 55t. There are only 8 heavy units with C3 masters, and the only jumper is a unique black hawk-KU variant. There is nothing else approaching the maneuverability of that Komodo.

So yeah, it is a great unit, plus 8 medium lasers isn't anything to sneeze at. In command of a light/medium jumping lance that can be very effective.

The bishamon is fast at 7/11, so it can move with your fast lights. This helps reduce ECM impact by keeping the master closer, and higher modifiers.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 30 May 2018, 11:41:08
I'll use reference tables every time. I tossed trusting 'memorization' a long time ago. Player using tables isn't a problem. Telling new players they are expected to memorize tables is a great way to chase away new players. I'd never suggest this in hearing distance of potential new players, ever.

As a wise man once (basically) said, "let the paper remember for you."
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Rorke on 30 May 2018, 13:57:02
A single book to cover it all.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 30 May 2018, 20:07:43
I'll use reference tables every time. I tossed trusting 'memorization' a long time ago. Player using tables isn't a problem. Telling new players they are expected to memorize tables is a great way to chase away new players. I'd never suggest this in hearing distance of potential new players, ever.
Yeah one of the things I would love to see is more of the information put where it matters instead of tables. I never understood why on a hex maps the MP cost to enter a hex wasn't printed on the hex.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 31 May 2018, 00:17:49
A single book to cover it all.

Same.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ActionButler on 31 May 2018, 07:09:55
A single book to cover it all.

+1
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kos on 31 May 2018, 10:24:04
A single book to cover it all.

Yup. I liked the rules compendium approach. Still don't understand why we can't have the mech construction rules in the base rulebook.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 31 May 2018, 10:44:37
I don't mind them being in a separate rule book for the simple fact of I'm not going to need to build a unit in the middle of a game.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 31 May 2018, 12:13:49
Yup. I liked the rules compendium approach. Still don't understand why we can't have the mech construction rules in the base rulebook.

The additional equipment since the compendium would balloon the page count substantially. Also, 99% of people use software for mech design, not on the page.

Heck, the BMM without construction is about the size of the compendium (Keep in mind, compendium had about 1/3 less weapons, the ones it did have had less special rules, it had no special armours other than ferro, no special cockpits or internal structures (other than ES), only standard and XL engines. so yeah... lots more factors. 

(Yes, I own the compendium. But I much prefer it divided)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 31 May 2018, 12:29:44
Also, 99% of people use software for mech design, not on the page.

I really doubt that figure. Maybe 99% of folks who post in the fan designs section use software, but not the general buying public.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Paul on 31 May 2018, 12:32:46
I really doubt that figure. Maybe 99% of folks who post in the fan designs section use software, but not the general buying public.

?
You think there's people out there who design stuff by hand?
And you think there's a lot of them?

I think 99% is about right. Tech Manual shouldn't exist in this day and age.

Title: Re: What Do You Miss From Older Rule-sets?
Post by: ColBosch on 31 May 2018, 13:01:41
You think there's people out there who design stuff by hand?
And you think there's a lot of them?

Huh? I mean, isn't it obvious?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Retry on 31 May 2018, 13:05:11
Huh? I mean, isn't it obvious?
I knew about the various online 'Mech designers before I even knew Tech Manual was a thing.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: RoundTop on 31 May 2018, 13:30:51
I have yet to find a real person (not just on these boards) who uses pen and paper to create a mech.  They all have used software, going back 20+ years (Yes, I remember using software for it and printing on a dot matrix printer back in the late 90s).

That or they own the record sheets products and copy those.

Note: I am talking about battlemechs and vehicles.

Warships seem to attract a different crowd that does it by hand for some reason.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: sadlerbw on 31 May 2018, 13:37:08
Not trying to contradict the pen/paper vs. software thing as I now almost exclusively use software to mess around with making mechs. However, I have several sheets of paper tucked into my old copy of the BattleTech Compendium with custom designs I made, by hand, as a kid. They are terrible, and will not be repeated here, but I did make them all by hand without software.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Netzilla on 31 May 2018, 14:10:25
In the 80s and early 90s, I designed mechs by hand.
In the mid to late 90s, I used a spreadsheet.
From the '00s onward, it's been actual mech design software.

I doubt my experience is atypical.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Nicoli on 31 May 2018, 14:14:59
Yeah, I think plemty of people have done designs by hand but very few do it by choice anymore. I know fit into that category as well as all my old gaming group as well.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Scotty on 31 May 2018, 15:34:30
'Mech design by hand is such an arduous thing that references so many different tables and decisions that can't be made until you've made multiple other decisions that I at the very least have absolutely no fun doing it by hand.  Maybe if engine sizes could be easily figured by hand instead of consulting a table with literally 70 entries it'd be different, but the formula for them is not particularly easy or evident by looking.

I doubt my experience is atypical.

If the Tech Manual (or, ideally, every construction option in Introductory, Tournament Legal [when do we just get to call that "Standard" instead of pretending we care about Tournaments?], and Advanced) could be reduced to a paperback book of approximately 100 pages then I'd be all for it.

As is, it's an incomplete relic that's more important for completing the spine picture for the Total Warfare series than it is a book in its own right.

Put another way, it runs smack into the brick wall of "IT SHOULDN'T BE THIS HARD" that the rest of standard BattleTech does.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kos on 31 May 2018, 15:42:33
All good points. The Compendium does really come from 'a simpler time' tech-wise.

I for one still build mechs pen n' paper style...but I only really play 3025. I have used the software for later tech, and yes, it is the preferable way to go about it.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kit deSummersville on 01 June 2018, 07:51:53
Huh? I mean, isn't it obvious?

Judging by TM sales they aren't populous.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daemion on 02 June 2018, 23:24:38
I have yet to find a real person (not just on these boards) who uses pen and paper to create a mech.  They all have used software, going back 20+ years (Yes, I remember using software for it and printing on a dot matrix printer back in the late 90s).

That or they own the record sheets products and copy those.

Note: I am talking about battlemechs and vehicles.
I still will whip up tonnages by hand while referencing the construction tables. The design software is less about design and more about refinement and printing a nice-looking sheet, for me.


Title: Re: What Do You Miss From Older Rule-sets?
Post by: Charlie Tango on 05 July 2018, 05:39:12
. Tech Manual shouldn't exist in this day and age.

if only the current IP holders could produce some kind of computer program to aid people in creating designs.

Oh wait,  that part of the IP rights got sold off long ago.  That's why you have to have the book exist, unfortunately.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Paul on 05 July 2018, 08:15:22
There is no requirement for unit creation rules being a print book. PDF it per unit type. Or don’t do it at all. It makes no money. HMP has also proven there’s no money in the for-profit route of doing a program.

And gee, splitting the IP causes problems? That’s news to me, I never knew.


Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 05 July 2018, 08:48:04
Makes no money?  Last I checked, the hard copies all sold out...
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Brakiel on 05 July 2018, 08:50:57
Makes no money?  Last I checked, the hard copies all sold out...

Isn't that because supply disappeared for a substantial period of time?
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 05 July 2018, 09:01:33
Only CGL can answer that question, and they don't discuss sales figures as a rule.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: monbvol on 05 July 2018, 10:42:47
To be fair there has been an unanswered open call for designer programs for a while so something must have been worked out.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: nckestrel on 05 July 2018, 11:10:23
There is no requirement for unit creation rules being a print book. PDF it per unit type. Or don’t do it at all. It makes no money. HMP has also proven there’s no money in the for-profit route of doing a program.

And gee, splitting the IP causes problems? That’s news to me, I never knew.
 

TechManual has been essentially a PDF only product for a short while now. :)
Title: Re: What Do You Miss From Older Rule-sets?
Post by: klarg1 on 05 July 2018, 11:52:51
'Mech design by hand is such an arduous thing that references so many different tables and decisions that can't be made until you've made multiple other decisions that I at the very least have absolutely no fun doing it by hand.  Maybe if engine sizes could be easily figured by hand instead of consulting a table with literally 70 entries it'd be different, but the formula for them is not particularly easy or evident by looking.

If the Tech Manual (or, ideally, every construction option in Introductory, Tournament Legal [when do we just get to call that "Standard" instead of pretending we care about Tournaments?], and Advanced) could be reduced to a paperback book of approximately 100 pages then I'd be all for it.

As is, it's an incomplete relic that's more important for completing the spine picture for the Total Warfare series than it is a book in its own right.

Put another way, it runs smack into the brick wall of "IT SHOULDN'T BE THIS HARD" that the rest of standard BattleTech does.

I appear to be more of an outlier than I would have thought. (and I know I'm an outlier)

I did all 'mech designs by hand in the '80's, and pretty much the whole '90's. I think I've thrown away just about all of it, but it looked pretty much like a stack of lined paper with TRO entries written on them, plus some crit table allocation notes.

These days. I certainly use software to play around with 'mech designs, especially ones that use the latest cutting edge gadgetry, but I also pass the time on long drives designing 'mechs in my head. Outside of armor and crit allocation, it's mostly a series of table lookups (for equipment) and a single running total of tonnage spent. After the first decade, I simply had most of the gear from intro tech through Clan invasion memorized, as well as a dozen or so of the most common engine types.

It would be really nice to have official software available to players, both new and old, but that does not seem likely to happen in the near future.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: General308 on 08 July 2018, 11:46:56
I feel that I am in the vast minority in this, but I greatly prefer the old partial cover rules. It's hard enough to land a hit in BattleTech as it is. Landing one only to waste time with another roll that negates it is frustrating at best.

Agreed...Wasting dice rolls is a waste time in an already slow pace game.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: General308 on 08 July 2018, 11:54:18
I tried having the entire C-bill section redacted from the TechManual PDF reprint some years back.  Randall politely refused.

I would stop buying product over that.  I tend to play MechWarrior with BattleTech and if you enjoy playing that way C-bills become vitally important.   Honestly drives me nuts they have such trouble posting cbills on mechs.  I do not understand why they have trouble in 2018 doing things that FASA did in the 80's
Title: Re: What Do You Miss From Older Rule-sets?
Post by: General308 on 08 July 2018, 12:02:06
I miss second edition DFA rules were all the damage went to the upper part of the target and into two damage groups.  A DFA is so hard to hit that it made it worth the risk.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Xotl on 08 July 2018, 12:29:52
I would stop buying product over that.  I tend to play MechWarrior with BattleTech and if you enjoy playing that way C-bills become vitally important.   Honestly drives me nuts they have such trouble posting cbills on mechs.  I do not understand why they have trouble in 2018 doing things that FASA did in the 80's

It wasn't because c-bills weren't considered useful; quite the opposite.  It's tied into (one of) the same reasons why they're not included anymore: the system of calculating unit costs is so nonsensical that no one wants to deal with it.  It creates all sorts of absurdities.  The hope was to rewrite it and thus fix it, but that never happened.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: General308 on 08 July 2018, 12:54:51
It wasn't because c-bills weren't considered useful; quite the opposite.  It's tied into (one of) the same reasons why they're not included anymore: the system of calculating unit costs is so nonsensical that no one wants to deal with it.  It creates all sorts of absurdities.  The hope was to rewrite it and thus fix it, but that never happened.

Honestly it is probally best they were not changed.  Last time cbill cost got changed in a BT game dropships went from being affordable which you would need for space travel to quite expensive. 

Honestly and maybe it is because I have done it since the 80s I just don't see were calculating cbills is an issue.  Then again I have done it for so long I probally don't know any better.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Daryk on 08 July 2018, 14:30:04
I don't mind calculating C-Bill costs (and have a few threads around here to back that up).  Among ground units, I don't think things are too bad.  As General308 stated, it's aerospace units (larger than fighters) where things really get crazy.
Title: Re: What Do You Miss From Older Rule-sets?
Post by: Kos on 08 July 2018, 15:17:35
It wasn't because c-bills weren't considered useful; quite the opposite.  It's tied into (one of) the same reasons why they're not included anymore: the system of calculating unit costs is so nonsensical that no one wants to deal with it.  It creates all sorts of absurdities.  The hope was to rewrite it and thus fix it, but that never happened.

Yeah I can understand how that could be the case. Cbills are super cool for running a campaign and giving it a sense of economy. However I imagine at this point actually running the cbill system from a development standpoint must be a freakin' nightmare!