Any particular reason that headcapping Urbies are undesirable? Canon ones already exist (the admittedly kinda crappy AC/20 version, the Arrow IV version is a de facto headcapper with Homing Arrows), and field conversions to headcapping variants is fairly trivial depending on tech year & availability (IS ERPPC-> Clan ERPPC, or IS AC10 -> Clan Gauss as two easy examples).
You can argue either way, really, but I was more going off what I had adapted from my houserules there ala HBS, where they had added that effective extra 0.1 hit box to prevent it, so I figured there must have been some logic.
(Also, is there an 11 column on the Cluster Hit table for the LB-X variant?)
I see 2-30 and 40 on my cluster hits table (which I cribbed out of probably TacOps, because I know I didn't make it up myself, I'd check, but it's quicker to just open my word doc than dind the PDF). Even if there wasn't, you'd just make one.
(It's not been a problem in my house rules because I flat changed all 1-clusters to make them have to be in twos because I simply can't be arsed to roll that many dice, sod the crit-seeking mechanic. Actually, heresy, I flat don't agree with RNG-favouring-based mechanics like that period, but that was an arguement that I washn't got to makie other than this aside, since I am apparently the only person in the world that doesn't actually like RNG.)
So here's a fairly big one, what if mech armour value had diminishing returns rather than a hard tonnage cut off? The argument against this is that it makes it extremely difficult to design a mech with pencil and paper without using a calculator, but with MML, SSW, Mech Factory, et al. and smartphones in (all but) every pocket a hypothetical new edition of battletech doesn't necessarily need to worry so much about that. Common wisdom seems to be that to make a good mech you either max or just under max your armour in all cases, but if armour up to your structure was lighter than armour up to twice your structure and more armour beyond that was allowed at steeper costs I think you could make the decision alot less automatic if you were careful.
Edit: The first step of designing a personal edition would be to determine what absolutely must be kept for the game to still be Battletech to you. So for me ancestral mechs are such a key part of the setting that I imediately rebelled at VanVelding's last bullet point below, but I can certainly understand that it isn't important to other people that you be able to pit 26th century mechs against 32nd century mechs. No one expects a historical wargame to cover what happens when a you fire a stone bombard at an interwar tank after all.
Missile Launchers would be set up so larger launchers are more efficient in terms of missiles per ton being launched, but multiple smaller launchers can be fit into more locations and are more resistant vs critical hits.
To both: it would depend ho much you want to mjake it diverge totally from what currently exists. I would (and almost said) be inclined to scrap the current engine weigh system totally and create something smoother and more granular. (I don't know if there was ever any maths to how the engine weights were decided, but it's not very evident and I would lay strong odds that there wasn't a formula.)
But that level of change would mean that you would almost certainly not be able to build mechs in the new system the same as the old one, so you run a risk of mechs just not being able to be equipped with what they used to at all, instead of being as close as you can.
I'm currently playing Aurora 4X for the first time, and the problem with that level of increasing coplexity is that it starts to only appeal to the really sad people like me.
I would say, incidently, EXACTLY the same about my own starships rules Accelerate and Attack! Aeons of War. The ship design system was predicated on being able to do it by hand (I mean, I ended up making a spreadsheet, but I have 1500 starships (because I take starships Seriously, not like the casual game like BT where I only have 310 mechs ad 20 pages of houserules...) If I were to build AccAtt for a non-table top environment, I would entirely change the granularity, and even the way it was lensed. As it is, like BT, you pick a "tonnage" and then stuff takes up a proportion of that (like engines). But it would be better, I think, to - like Auroa 4X - have it so the "tonnage" of the ship depends on what you put on it, not what you "spend" out of an allocated "allotement." (And stuff like Compact Technology, which is "half 'tonnage'" would be made much more granular. But there's a limit to what you can do on the table top where people have to mark record sheets and do the maths. You would get better results out of both BT and AccAtt if everything had ten times the hit points, because you would have a lot more granularity... But BT takes long enough as it is to mark the hit boxes off.
So it would be a case of You Could, But Would You Want To?
There is, after all, a big difference between front-end changes which change the context (like replacing the round sequence) and changing some weapons (requiring some fiddling) on existing models, and in having to completely re-design thousands of mechs from scratch. (Which is, of course, why reasonably CGL have their stance on Don't Change Anything That will Change The Record Sheets.)
Battletech math/numbers are near and dear to my heart. So I enjoy looking at threads like these.
Off the bat, these arnt core rule changes but variant weapons.
I mean, I believe you have seen what I have done to the round sequence (and the horribly murder on the 2D6 probabilites because I personally think multiple-die-bell-curves-with-linear-flat-modifiers is not good maths) in the
Bleakbane Ruins BattleTech thread for that sort of see-change compared to what I wrote yesterday.
I don't play on mapsheets, so there is always a lot more room for long-range weapons - and they serve a purpose in covering gaps. (Which is what real fixed-line machine guns do, insidently.)
The other ground game I play (Manouvre Group, from which BRBT liberally steals, for the rest of the audience) is explictly intended as a real-world tactics simulator and one of the things it has taught me is to look around me at the real world and notice how easy it is to hide a tank in the real world. By the same token, it EXTREMELY difficult to find a place where you could potentially hide a 12m tall BattleMech; on the map scale BT it's even more implausible. This problem is exascerbated by BattleTech's fundamentally laughable ranges. (That they had to bend over backwards to lampshade the ranges for the parody World War 2 TRO really illustrates this.) A range of 63 BT hexes is short, only 1890m. Now, you can argue that most tank battles FUNCTIONALLY happen over about 1500 yards or so... But, as stated, a tank at little more than 3 metres to the top of its machine gun is a lot easier to break LOS than something three times as tall. (The excuse that Stuff Is Just Bigger in BT is really just that - and excuse to support the genre convention. And I'm only prepared to meet that so far.)
Actually, if there are no mapsheets with open spaces that suggests that the mapsheet themselves may be a problem, in that they'e too RELATIVELY small for the granularity of the units. You see this with competition ancients - armies which take up the entire breadth of the board and thus negate all maneouvre. To get a game that properly is about maneouver, you need a) a large board relative to unit count and b) more than the traditional "unit moves 6" a turn" that all too many wargames do. BT is WAY better than than most. And, let me, because I'm sounding very negative here, re-iterate that BT is
heads-and-away far above most of the competion as a rules set; I can't think of any other game than Manouvre Group which actually HAS rules for dead ground). But it is, in my opinion, to paraphrase a famous mechanoids scholar, not quite more better enough.
Come to that, never mind the board-share proportions of range (which in BT are small enough that I had to double the scale to 2" to 30m and have lots more movement to start to ge anything like real tactics), the actual range scale of current BTs weapons stretches my credulity almost to breaking point. (No, that it is giant stompy robots doesn't matter. I made my own stuff with
literal magical space liches which still plays really quite hard, so that's not an excuse that flies with me.) 630m (LRM range)
is, granted, more than the usual effective range of a rifle team (subject to some debate). Machine guns have ranges of over a kilometre. BT's 90m is not the
very worst I've ever seen, since I did play D&D 4E once, where the range of a bow was limited to about, what a hundred feet Maybe two? But it's close.
But frankly, if I was in a position to do so, I'd be inclined to scrap the current range scale entirely and factor them up by at
least four or five and the ground scale to match. I shouldn't firing at 6mm over ranges shorter on the board (and in terms of "real" units than my armies at twice that size do.
The theme seems to be a stated goal to balance these weapons by tonnage. I won't get into why balancing by tonnage is bad here, other then to say that you can't balance by both tonnage and BV.
Except that by it snature BattleTech pretty much explictly excludes having a Swarm of Locusts or something (Savanna Masters?) due to play time and that it has basically pretty much rigidly defined unit structures. (You can't even say that those ave the excuse of being like real-world armour platoon sizes, because then it would three threes and fours, not fours to sevens...)
It also does't chance the fact BV is a metagame construct - and in a game like BattleTech also even less able to handle the problems, even as complex as it is than it is in the aforementioned AccAtt which being in space has little terrain to complerely obivate any kind of balance as it doesn't factor into it. Having spent literally a decade and a half arsing about with AccAtt's PV system in the much easier environment... You just can't rely on one factor to do the veay lifting. AccAtt's PV gets away with it a bit more because AccAtt has slightly less moving parts (far less weapons, since it abstracts and expects you to flavour yourself and no really tech "gimmicks"), but ultimately, that game is decided on how good a player you are. (Manouvre Group doesn't even make a pretense of having a PV balancing system.)
The ac2 and ac5 honestly are fine weapons in a BV balanced game.
The legions of threads of house-rules fixes, not to mention the analysis of many players outside it, even confined to just canon rules, indicates that they are, generally, not.
The ac2 and ac5 honestly are fine weapons in a BV balanced game. Same with the other missile launchers. OS launchers suck, I agree. But trying to fix them is a lost cause, as I think 3 units use them? I don't think you will ever fix the OS quickdraw as its numerous flaws are kinda a defining feature. Devoting energy to this dead end weapon isn't super productive.
This entire thread isn't super productive.
But? I've already made the AC damages changes to my own houserules (If I'd have though about it at the time, I might have done the tonnage/ammo ones as well, but I didn't until yesterday). Which yes, meant going through all the 1682 mech variants in HeavyMetalPro pertaining to the mechs I personally own to change them over (and also to make -2 variants of everything which has a rear-firing gun because its very notable that literally none of the computer games use them, because I suspect the truth is they actually WOULSN'T work, but that's another story...) (HMP because at the moment, as far as i'm aware, I can't add custom weapons to eithe rof the other two options and I'm not modder enough to faff with things outside of maybe Notepad files.)
Hell, my D&D rules are currently a 3.5/Pathfinder 1 hybrid that at 1500+ pages functional its own edition.
If I hadn't fundamentally reached the limitations of HMP, if I could be arsed, I probably WOULD consider implementing all these changes. (I mean, most of the time, now, I literally don't have anythng better to do. Kludging mech variants from MML to HMP killed a far bit of time over lockdown, which for me has never really ended.)
Basically, if I don't like something, I change it, ultimately. I can look you in the eye and say sincerly since I started gaming in 1990, there has NEVER been a single wargame or roleplaying system I have ever played in anger that has no had moderate to severe houserules, for HeroQuest (that started it), through Rolemaster and AD&D, D&D 3.0/3.5/PF1, Warhammer FRPG to Full Thrust, De Bellis Multitudinis and to BattleTech. (Actually, the MORE I like a system, the
more likely it is to get a severe going over, see D&D 3.Aotrs and/or Rolemaster...!) Hell, even AccAtt,
which I wrote myself, has some houserules...
Anyway, my tl;Dr is that instead of a retcon so far, these look more like "ilclan ac5" or "ilclan ac12". Strict upgrades of old tech for upgrades sake. Otherwise you just made the jagermech deal 26+ instead of 14 damage for nothing, meaning the flavor of the original is lost. If you are diminishing the flavor of all the old units there needs to be a reason, at least in my opinion. Unless these are ilclan or RISC weapons meant for a new timeline with new units. If so that's much more palatable.
I have no loyalty to bad mechanics.
Flavour doesn't matter if its just an excuse for bad mechanics. I haven't touched AD&D since 2000 because AD&D was, frankly, a really crap set of mechanical rules. I won't dismiess its historical impact, but by the same token I'm not playing Pong or driving the original Ford (when forced to drive). I don't care if people defend it and say they had fun with it; you can have fun with almost anything (I didn't have rules at all when playingg with my toys), but that doesn't make it a GOOD or desirable system. Nor just because it was there at the start doesn't make it worth preserving for anything other than historical interest, and rules mechanics don't even need that unless the Rules Police come around to confiscates people's stuff.
AC 2 and 5 and MGs are just bad weapons crap rules design. They always have been. The flavour of the JagerMech and the BlackJack (or I dunno, the Malice) being crap becuase the AC design was frankly dreadful is not flavour worth saving; the ACs make no sense really even in-universe, because they're just that bad in comparison to the other options. They are light weapons you can't put on light units.
- Huge bonuses--no, BIGGER--to damage against non-armored units (basic structures, terrain, infantry).
- If we're going to have construction rules for infantry, protomechs, and battle armor, I'd start power, armor, and weapon scaling at the kg range from the bottom up.
I would completely revise infantry. For a start, I would, as been noted before, re-contextualise the existing stat blocks so that 1 man =/= 1 hit point, so that a 28-man platoon becomes a 7 man platoon and that at 0 hit points, the unit is not dead, just combat ineffective. (Again, this is stealing a lot from MG, but BT doesn't even have the excuse than a lot of people at larger scales like to make about actively wanting to take the dead figures off.) I'd also make them a LOT more dangerous, because even BattleMechs ought ot be worried about walking around a city unsupported. But that mandates actively having to have units in play where you don't see the models until they Do Things.
(Sidenote: I say this because some people have objections to hidden units that are not predicated on the complexity of any rules, but because they mean they don't put their figures on the table. The MG author encountered one of those, who said "hidden unit rules don't work," to which he said "they do, we use them all the time," to which the reply was - slightly staggeringly "they do't work because that means my models aren't on the table!" So, um, yeah. That is a thing that happened.)
- Scale equipment and 'mech lists per era waaay back. Sure, older stuff can show up, but in the Civil War era you often gotta use a ****** Garm instead of a Panther or Vindicator.
The problem with that is a restriction of which of my toys I can play with. I want to be able to play with whatever of my toys I want when I actually get the chance to play with them at all.
Right, wow, I've really rambled on (to the pont I've no even had breakfast), so I ought to stop there and actually do something useful with the rest of the day, like hoover the house and then play Aurora 4X and/or MechWarrior 5...