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Author Topic: consrtuction rules?  (Read 451 times)

captnchuck67

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consrtuction rules?
« on: 27 August 2021, 07:29:38 »
Are there rules on building units along with how long it would take to build them?Mostly looking at Naval and Aerospace. If BT wants to try and have a strategic component ,it is going to have to do that and stop being so generic.

Daryk

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Re: consrtuction rules?
« Reply #1 on: 27 August 2021, 07:48:56 »
Rules for building Fighters, Small Craft and DropShips are in Tech Manual.

Rules for JumpShips, WarShips and Space Station are in StratOps.

Rules for Primitive Jump/WarShips (they use old cores and have transit drives) are in Interstellar Operations.

monbvol

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Re: consrtuction rules?
« Reply #2 on: 27 August 2021, 11:47:07 »
That settles the how to build but not the time element being asked for.  The answer to that second is honestly rather contentious as there are no rules governing how long it takes to build something and the fluff uses 'as plot demands' and is thus incredibly unhelpful.

Daryk

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Re: consrtuction rules?
« Reply #3 on: 27 August 2021, 11:51:35 »
ISAW has unit build times, as I recall.

monbvol

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Re: consrtuction rules?
« Reply #4 on: 27 August 2021, 12:00:31 »
Unless they errated them or I'm getting forgetful in my old age they were just pay the cost and you get them and that was it.

I'll have to check the book when I get home.

Daryk

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Re: consrtuction rules?
« Reply #5 on: 27 August 2021, 12:51:18 »
Probably that, but turns have a duration last I checked.

monbvol

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Re: consrtuction rules?
« Reply #6 on: 27 August 2021, 13:02:15 »
A month if I remember right but even if it was something like say a new factory that realistically should take many months to construct the only limitation was what you can afford.

Daryk

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Re: consrtuction rules?
« Reply #7 on: 27 August 2021, 13:05:36 »
Ah... that would be MUCH too short, yeah.

Hellraiser

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Re: consrtuction rules?
« Reply #8 on: 03 September 2021, 09:32:14 »
There are lots of examples in canon, but they calculate out to be all over the place in terms of #s & tonnage in both mechs & Jumpships/Warships.

I don't believe we have ever gotten much in the way of actual DS, Smallcraft, or ASF #s.  An item or 2 maybe but not compared to Mechs & KF Drive units.

End result, no, there is no "Rule" on how long to build something.  Nor should there be really.  The diversity of answers in canon show you that no 2 factories are equal in terms of speed, quality, or # of lines producing said unit.
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monbvol

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Re: consrtuction rules?
« Reply #9 on: 03 September 2021, 11:00:32 »
About the only thing we do have solid rules for how long it takes to make something is Campaign Ops has rules for how long it takes to build a base.

AlphaMirage

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Re: consrtuction rules?
« Reply #10 on: 03 September 2021, 15:15:51 »
Your best approximation is likely in Strategic Operations (at least in the old books) for how long it takes to repair or replace something. I'd say at least double that to see how long it takes to build something from scratch.

Daryk

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Re: consrtuction rules?
« Reply #11 on: 03 September 2021, 16:51:01 »
Be sure to apply the "Factory" modifiers to those "repair" rolls, though...  ^-^

jasonf

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Re: consrtuction rules?
« Reply #12 on: 04 September 2021, 10:15:54 »
Keep in mind, too, that part of the reason the fluff is vague is because times vary a lot by factory, production line, etc. Defiance Industries on Hesperus II churns out 'Mechs way faster than most Periphery plants.

I've always interpreted a general rule for production times to be:
Mechs, vehicles, fighters, battle armor -- a couple weeks to a couple months per unit/squad
Dropships and small craft -- a few months to just over a year per vessel
JumpShips and warships -- one to four years per vessel


Daryk

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Re: consrtuction rules?
« Reply #13 on: 04 September 2021, 10:29:23 »
Those sound like reasonable guidelines to me.  :thumbsup:

victor_shaw

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Re: consrtuction rules?
« Reply #14 on: 05 September 2021, 10:05:43 »
The book "Objective Raids" Pg. 170-171 has some info on the time it takes to build a Battlemech and the process used to build them.
As for other units, I don't see them really take more time to build then their modern day versions.
« Last Edit: 05 September 2021, 10:27:48 by victor_shaw »

victor_shaw

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Re: consrtuction rules?
« Reply #15 on: 05 September 2021, 10:47:09 »
Keep in mind, too, that part of the reason the fluff is vague is because times vary a lot by factory, production line, etc. Defiance Industries on Hesperus II churns out 'Mechs way faster than most Periphery plants.

I've always interpreted a general rule for production times to be:
Mechs, vehicles, fighters, battle armor -- a couple weeks to a couple months per unit/squad
Dropships and small craft -- a few months to just over a year per vessel
JumpShips and warships -- one to four years per vessel

We know from canon that a construction "Line of Battlemech" is not an assembly line as per other types of units and that for at least the Marauder II it takes 3 months to produce 6 of them. Now even if you where to take this and say that it takes a quarter of that time to build a light mech, then it would take about 24 days or close to a month to turn out 6 light mechs or an average of a month and a half to turn out 6 mechs of variable size per line. So if we take these as the working numbers. you could produce Per line a:

Lance: in about a month
Company: in about 3 months
Battalion: in about 9 months
Regiment: in about 27 months
Now this is subject to the weight class of the mechs in question and the number of lines at the factory, but it does put in to perspective the low numbers of Battlemech regiments the factions field and how destroyed regiments tend not to be rebuild quickly or at all.

« Last Edit: 05 September 2021, 10:56:47 by victor_shaw »

victor_shaw

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Re: consrtuction rules?
« Reply #16 on: 05 September 2021, 13:24:42 »
So the rules in "Combat Operations" for "Innersphere in Flames" which "Innersphere at War" seems to be based off of, state that a faction can spend a max of 3RP per turn (month) per line to produce combat units. This seems to be the best answer to the question of units that can be produced. Now if we use the factories listed per faction which I checked is the number of lines. then we can figure out the number of combat commands that can be produced per turn.

For year 3025*
Capellan Confederation: 20 lines, 60RP per turn, Combat Command cost 124, so it takes 2.1 turns to produce.
Draconis Combine: 23 lines, 69RP per turn, Combat Command cost 131, so it takes 1.89 turns to produce.
Federated Suns: 25 lines, 75RP per turn, Combat Command cost 119, so it takes 1.58 turns to produce.
Free Worlds League: 30 lines, 90RP per turn, Combat Command cost 137, so it takes 1.52 turns to produce.
Lyran Commonwealth: 33 lines, 99RP per turn, Combat Command cost 155, so it takes 1.57 turns to produce.
Magistracy of Canopus: 5 lines, 15RP per turn, Combat Command cost 119, so it takes 7.9 turns to produce.
Outworlds Alliance: 3 lines, 9RP per turn, Combat Command cost 239, so it takes 26.6 turns to produce.
Taurian Concordat: 14 lines, 42RP per turn, Combat Command cost 119, so it takes 2.8 turns to produce.

So, in general it would take most Innersphere powers about 2 turns to produce one new combat command and for most Periphery powers a lot longer to replenish their loses.

And when compared to the info above this seems to pan-out.

*Numbers modified for current errata I forgot about :)
« Last Edit: 05 September 2021, 16:44:03 by victor_shaw »

 

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