oops. Here, this one's better: https://www.runnersworld.com/uk/health/a45709070/average-walking-speed/
Now, mind that in a nation the size of the Successor States, you might be able to find enough olympic quality athletes to edge that closer to the higher average, but still...you're not going to be moving at the speed of a galloping horse even at eight feet tall without mechanical help.
Okay. But, that's
Walking. Not the same as running. Again, it's good to know what the average is.
But, I want to tackle a misconception I think people had about my wanting 3 MP, and I'll start by sharing this quote from my record sheet thread:
Yeah, I feel you. If it helps any, my ideal for infantry is to do away with the conversion formula in the companion, and make infantry move and act like ATOW with much less abstraction, making them more similar. The companion formula adds lots of weird things, like combining the grenade launcher with the rifle... Why? Just have a rifle and a grenade launcher on the sheet, if the unit carries both.
Thats where the size mod comes from (RPG hit chart makes battle armor 1 easier to hit then infantry), I pulled my movement stats of 1/2/3 for green, skilled, and augmented from the RPG movement stats, obviously I want the range and damage from the RPG so an SRM is an SRM and not some odd blended rifle attack like the companion formula. Also, flak at BAR5 and 1 point of battlearmor is in the 4/5 range, which is why I liked armored infantry in BattleTech to have 1 armor pip, and the BAR6 plate to have 2 pips like the 5/6 2 point battle armor does.
And since the RPG is run in 5-second turns, and you get two actions a turn, I wanted to emulate that potential higher rate of fire with infantry rifle attacks, but strictly against other infantry. If a guy is holding ground, he can potentially get off 4 attacks. Am I right on this?
(I ask because I'm not learned in AToW. I'm basing it off of comments I get from DevianID and Daryk. To me, a simple two-actions a turn system seems to be typical, especially from my experiences in DnD and Pathfinder.)This is why I decided to work in a different scale of MP for infantry, with a different list of MP options. The 1/2/3 MP proposed is scale to the map.
But, if we really are going to emulate the two action system with an adhoc BattleTroops MP cost system, I want something like double.
(Hence my comment in the other thread about wanting MP of 2, 3, and 4 or 5. If you look at the little list of what MP can be spent on, I explicitly list that it would cost a conventional Infantry squad 2 MP to enter an adjacent hex. Some of the reactions to that have me wondering if anyone caught that.) That way, you can spend 1 mp to get a ranged attack. For the support weapon, you'd also have to spend 1 mp to prep the weapon, whether that's reloading from the last shot or setting it up to start with. 1 MP can get you some other ancillary action like spotting or conducting some sort of task the squad may be specialized in. It would allow Pinning to not be completely devastating. And, you get to double up in a 10-second BT turn.
(Except for Support Weapons. They have to combo their attacks with the preparation action.) Let me relist what I had proposed for a separate MP List strictly for conventional infantry squads:
MP Actions List2 MP - Enter an adjacent Hex (Whole squad moves.)
<-- (There. Did you see that? It was there the first time. Go look at the original post {edit} in the Sheet thread.)1 MP - Make a Support Weapon attack. (Note: Support weapons cannot use this unless they first spend an MP to Set-up/Load. This MP can be combined with another action.)
1 MP - Set-up/Load (Support Weapon Team action. This MP can be combined with another action.)
1 MP - Make a Free Rifle Attack. (The rifles make an anti-infantry attack. This Action can be combined with the Set-up/Load Action or Make a Support Weapon attack.)
1 MP - Recover (Reduce the squad's Fatigue Level by one. This action can be combined with the Set-up/Load or Make a Support Weapon attack.)
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So, under this proposed MP list, Devian's proposed 1/2/3 would effectively become 2/4/6. That's too extreme for me.
But, I tried the game out with the 2MP as the allotment for some green, lightly armored squads of rebels. (It was a post black-out scenario, and both the Hero team and the OpFor are people declaring for a flag on a world in the Republic.) I realized, even though we never got to actual squad interaction, that 2MP wasn't enough under this differnt MP system for infantry to emulate the potential for run and gun that squads could get standard. And, if you're not firing on the move, there's no need to worry about an Attacker Movement Modifier.
However, under the RPG, clearing 30 meters will still only allow for 1 ranged attack from an RPG character. With a base of 3 MP, where it costs 2 MP to enter an adjacent hex on the BT ground map would allow for that. And, the fact that they spent MP on movement in the turn would impart an AMM. Since it's considered running, it would be the +2.
And, putting a little more emphasis on the Fatigue track would help with complications such as entering adverse terrain that has an MP Cost beyond +1. Like Heavy Woods.
Here's what I'm thinking: It costs a base of 2 to enter a hex plus any additional costs for entering the terrain type. If the unit would be short, the extra MP is made up for by increasing the fatigue gained by the missing allotment. They're having to move harder to get there.
So, if I go with the 2/3/3/4 I had proposed across the experience levels, a standard squad would have a base of 3 MP. Entering a clear hex, they could still have an MP to use to make an anti-infantry attack with their rifles, firing from the hip. This would normally cost an increase of 1 fatigue on the Fatigue track. They could push themselves to 2 if they wanted to double their rate of fire. The attacks would be with the +2 running AMM penalty though.
However, if they're moving into a light woods hex, it would cost all 3 MP they have. It's hard to crack off a shot when you're trying not to trip up or run into a tree, or move bramble vines or branches out of the way. It only costs one fatigue, though. They just sacrifice the attack for a different distraction.
And, if they were to enter a Heavy Woods Hex, which costs 4 total, they could, but they would be moving a little more intently, dealing with distractions and having to really dodge some obstacles, so it would eat up all 3 MP and cost 2 fatigue to do so.
And, then armor class would slow you down the same way, but making things more fatiguing. Because anyone can generally muster a burst of strength to get some speed, even under a load. But how long they can maintain that depends on the load and their physical conditioning and familiarity with the load's distribution.