One of the key things that have to be done with a v2 of Battletech is to run every rule through the "rule of 200". Basically how does the rule work if you have to do it 200 times a game. This is especially important in Battletech because we can customize units and such to cause that to happen. One LB-X 20 isn't a major time sink, 16 are. This was why I came up with (though I'm sure I wasn't the first) the adjacent location damage value for cluster weapons, it does a good enough job representing the weapons but is fast enough that having to do it 200 times a game isn't troublesome.
Battletech is a game that is very mechanic focused, best summed up by the Tactical Operations tag line "we got a rule for that". What Battletech needs it a player focused rework, overhauling how the players interact with the rules and game information. Most of the elements in Tactical Operations should be standard rules of the game if the mechanics are rewritten with the player using them in mind.
Take building destruction, the mechanic works but isn't optimized in anyway for the players to interact with it well. Currently every building hex has a HP pool that has to be individual tracked by writing it down on a separate sheet of paper. Mildly annoying if you have just a few buildings a nightmare in full set of city maps. Give buildings a damage threshold number, and put it on the map(another pet-peeve of mine with Battletech), whenever a weapon hits the building roll a D6 add it to the damage of the weapon. If it beats the threshold you put a damage token on the hex. At the end of any unit activation where a building gets a damage token roll a d6 add the number of damage tokens and if that beats the threshold the building collapses in rubble.
This is the type of stuff Battletech needs to be looking at in its changes. Stuff where your making the tracking of information easier, less looking up or writing stuff down, using things like tokens and dials to track information. We as players have created a bunch of shortcuts and player aids to track information because the core game doesn't do a good job at it.
that's a good set of ideas, and reminds me of
Squad Leader, which I always felt essentially relied on the "law of large numbers" to simulate "hit points" and what not
If you do it the BT way, and keep detailed track of hits & damage, eventually (say) you blast off all the target's armor... with the effect of getting chances for criticals after so many hits
Whereas the "thresholds" system relies on repeated rolls, each with some % chance of a critical, chosen appropriately such that
after the same number of hits, one will overwhelmingly likely have (also) gotten criticals…
sometimes sooner, others later, but
on average the same "end of the day" results
and meanwhile, you never needed to keep track of detailed damages -- rather merely roll against more-or-less set thresholds over and over and over
one could apply the same method to 'mechs (and other units also), converting AF to an "armor threshold"... perhaps by dividing AF by number of locations... or even by number of criticals -- just a thought, for anyone interested in rules promoting smaller, more compact units which are harder to hit