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Vagabond
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PostPosted: 07-May-2015 05:51    Post subject: Era Development Templates Reply to topic Reply with quote

After another discussion, I have decided to work this up:



Analysis of Change Ability:

Speed - Core feature, hard to adjust.
Jump - Core feature, hard to adjust.
Heat Sinks - Core feature, hard to adjust.
Structure - Can be adjusted with minimum effect.
Armor - Can be adjusted with minimum effect.
W.Heat - Easy to adjust.
Damage - Easy to adjust.
Range - Can be adjusted with minimum effect.
Minimum - Could be very useful.
Tonnage - Core feature, hard to adjust.
W. Crits - Core feature, hard to adjust.
To-hit - Easy to adjust.
Critical - Could be very useful.
Actuators - Could be very useful.
Engine - Core feature, hard to adjust.
Gyro - Core feature, hard to adjust.
Life Support - Hard to move relative.
Sensors - Could be very useful.

Using the analogy of Tanks, we see how each element has developed over time. So we have WW1, WW2/e, WW2/l, Cold War, Vietnam/Cold War late, Gulf Conflicts, and next generation.

So, 1st discussion:

Speed - Tanks have gotten faster, more maneuverable, and able to handle terrain better. The speed is mostly a result of better engine technology, but better suspensions and hull material advancements play a part. Maneuverability is almost sole the suspension and improved acceleration abilities of the engine. The terrain is again almost sole the suspension.

BattleMechs gain their speed from Engine rating, their myomers, and leg construction. Some have argued that the Engine weight in BT is not just the fusion chamber but also the musculature, actuators, and power linkages. But regardless, the speed of a unit accounts for its top speed, acceleration, suspension, and terrain handling.

Can we relatively adjust the speed or some movement related factors?

Do we adjust it's top speed?
Maybe increase the amount of MP that counts as walking?
Decrease the MP cost of certain terrain?
Decrease the MP cost of the 1st multi-mp hex?]
Allow a number of free face changes?

Or would any changes to this core Mechanic alter the core game play to much?
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 07-May-2015 06:00    Post subject: Era Development Templates Reply to topic Reply with quote

Similar thing is already applied to support vehicle armour with BAR ratings, isn't it? Perhaps weapons from 2 eras back could start doing 1/2 damage against more modern armour (solution already used by rifled guns) or even go to 1/4 on truly ancient things.
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Vagabond
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Joined: 04-Feb-2002 00:00
Posts: 5792
Location: United States
PostPosted: 07-May-2015 06:17    Post subject: Era Development Templates Reply to topic Reply with quote

Weapons are easy. Most obvious is adjust the damage. Thus why I started with speed.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 07-May-2015 07:40    Post subject: Era Development Templates Reply to topic Reply with quote

Actually speed is pretty hard to change as all designs have the speed in km/h listed, so you'd have to increase the speeds with the same engine ratings OR try to say that the speed is increasing without changing the amount of MP by increasing hex size (which would increase speed, range, jump distance and sensor range without touching the game mechanics really). It still doesn't change the fact that a Stinger built in 3145 will have the same combat capabilities compared to completely new designs. I think this partial update is not going to get us anyhwere really.
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Vagabond
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Joined: 04-Feb-2002 00:00
Posts: 5792
Location: United States
PostPosted: 07-May-2015 17:01    Post subject: Era Development Templates Reply to topic Reply with quote

What about these ideas:

Decrease the MP cost of certain terrain?
Decrease the MP cost of the 1st multi-mp hex?]
Allow a number of free face changes?

Or maybe give a certain advanced unit:

This unit while moving on pavement or open terrain may receive a movement bonus of 1 MP, regardless of whether the unit uses walking or running movement. To gain the extra MP, the unit must begin its turn on a paved hex and continue to travel on pavement for the entire Movement Phase.

And:

This unit while moving on pavement or open terrain may receive a movement bonus of 1 MP, regardless of whether the unit uses walking or running movement. To gain the extra MP, the unit must begin its turn on a paved or open terrain hex and continue to travel on pavement or open terrain for the entire Movement Phase.

Also, remember that the 'safe' top speed of a Battlemech is technically x3 your Walk MP: x2 sprint + 0.5 MASC + 0.5 Supercharger for x3 Walking MP. And then you add AToW's Speed Demon trait: Add +0.5 mp to running and +1 mp to sprinting (it uses AToW's 15m hex, thus i converted it).

So is speed immutable? or can we play with it?
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Vagabond
Mercenary
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Joined: 04-Feb-2002 00:00
Posts: 5792
Location: United States
PostPosted: 07-May-2015 17:15    Post subject: Era Development Templates Reply to topic Reply with quote

These traits in AToW are interesting:
wrote:

Jumping Jack
“These legs exist purely as a suspension system…”’
Prerequisites: [Attributes] RFL 5+; Piloting/’Mech or
Piloting/ProtoMech 5+
XP Cost: 150
Jump jet-equipped ’Mechs and ProtoMechs are among
the most agile battlefield combatants, but to call them
graceful is an utter fabrication. However, while most ’Mech
jumps demonstrate the brute-force-over-physics approach
with every earth-shuddering leap, some pilots have become
astonishingly adept at such maneuvers. The Jumping Jack SPA
replaces the normal –3 attacker movement modifier for using
Jumping movement with a –1 modifier.


wrote:
Maneuvering Ace
“My call sign isn’t Drifter because I wander from place to
place…”
Prerequisites: [Attributes] DEX 5+; [Skills] Piloting/any
vehicular 5+
XP Cost: 100
MechWarriors and crews with the Maneuvering Ace Ability
are especially good at executing quick turns and maneuvering
in tight confines. Bipedal ’Mech units and VTOL units at Cruising
speed whose pilots possess this ability can perform the lateral
shift maneuver normally available only to four-legged ’Mechs
(see p. 50, TW), while four-legged ’Mechs can perform the
same action for 1 less MP than usual. Vehicles crews receive a
+1 roll modifier on any Piloting Checks required if the vehicle
fails to fulfill the requirements for a turn mode (see p. 25, TO),
while aerospace units reduce the Thrust Point costs for any
special maneuvers by 1.
In addition to the above, all units piloted by a maneuvering
ace receive a +1 roll modifier for any Piloting Skill Checks
needed to avoid skidding, sideslipping or (in the case of
aerospace units) out-of-control effects.


wrote:
Natural Grace
“Cut that out, Derek! This is a battle arena, not a disco!”
Prerequisites: [Attributes] RFL 5+, DEX 6+; [Traits] Natural
Aptitude/Piloting/’Mech or Piloting/ProtoMech; [Skills] Computers
4+; [Abilities] Any one of the following PSAs: Dodge, Maneuvering
Ace, Melee Specialist or Speed Demon
XP Cost: 150
A MechWarrior or ProtoMech pilot with natural grace
has combined hundreds (if not thousands) of man-hours of
programming with his own knack for piloting his machine.
As a result, he has developed and perfected dozens of special
maneuvers and combinations that give an incredibly lifelike
quality to the way his BattleMech/ProtoMech moves, but that
have questionable value in battle.
the talent and grace do grant the
following bonus capabilities:
•• An additional +1 roll modifier to any check that involves
avoiding falls, damage from moving through buildings, pilot
damage from falls or setting off minefields.
•• An additional hexside of torso twisting range beyond the
’Mech’s current abilities (regardless of chassis configuration).
This will allow most bipedal/humanoid ’Mechs to rotate
their torsos through 300 degrees (covering all facings except
directly to the rear), while four-legged ’Mechs can “twist” to
the left or right like humanoids.
•• The ability to perform an “arm flip” with only one arm, or with
an arm that also has lower arm and/or hand actuators.
•• Reduce the movement cost to pass through ultra-heavy
woods, ultra-heavy jungle, and buildings by 1 meter per
meter of distance moved (–1 MP).
•• 1-point reduction of the damage inflicted by a hostile
physical attack (but only if the character also possesses the
Dodge or Melee Specialist SPAs).
•• The ability to use Running MP in reverse (but only if the character
has the Maneuvering Ace or Speed Demon SPAs).


wrote:
Speed Demon
“Speed is life… and fun!”
Prerequisites: [Attributes] RFL 5+; [Skills] Piloting/Any
vehicular 5+
XP Cost: 100
A pilot with the Speed Demon SPA can really pour it on! As long
as his unit makes no weapon or physical attacks during a turn,
a vehicle piloted/driven by a character with the Speed Demon
Ability adds 1 MP (15 meters per turn) to the unit’s Running/
Flanking movement and 2 MPs (30 meters per turn) to its Sprinting
movement rate.

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