Questions and Answers.   Posted by Clan Wolf.Group: 0
Clan Wolf
 GM, 33 posts
 Our Legacy is
 The Sword
Thu 17 Jan 2013
at 21:18
Questions and Answers
QUESTION 1.) If a Mech has 2 ERPPCs and 22 heat sinks what happens when it shoots?  Does it automatically shut down or explode, then dissipate the 22 heat and boot back up immediately or does it only fight every other turn??

ANSWER:

Good question. Let us follow the sequences in order of what is first.

Calculate Current Heat Capacity > Move > Calculate Hit Formula > Firing Weapons >
Calculate Hit Location > Calculate Heat Accumulation > Heat Sinks Activates >
Maximum Heat Capacity > Counter Measures > End Turn

The activation of the Heat Sinks does already take effect before the end of the turn, so firing 2 ER PPC with 22 heat sinks would prevent you from shutting down. Contrary to my example on the "Gameplay thread", some would speculate a discrepancy on its example. However that is not the case.

On these said examples, it would show that I started up the Heat Sinks during the start of the next turn. that isn't the case, I only chose "as a preference" to show/type my Heat Sinks kicking in during the next turn, but in truth the Heat sinks already kicked on the previous turn, I just chose to show it on the next turn to give new players a slow and easy step by step basis on how heat really works, as stated below.

Example #1:
Turn 1-
Enemy Commando decides to fire all weapons this turn towards the player.
SRM4 gives out 4 heat
SRM6 gives out 5 heat
Medium Laser gives out 5 Heat
Heat accumulated this turn total of 14.

Turn 2-
Commando has 10 Heat Sinks. 14 minus 10. 4 Total Heat Accumulated.
Enemy Commando decides to fire all weapons again this turn towards the player.
SRM4 gives out 4 heat
SRM6 gives out 5 heat
Medium Laser gives out 5 Heat
Heat accumulated this turn total of 18. The cause for the value of 18 is mostly likely due to the 4 accumulated heat left during the last turn. The 10 Heat Sinks weren't able to cool all of it off.

Turn 3-
Commando has 10 Heat Sinks. 18 minus 10. 8 Total Heat Accumulated.
Enemy Commando decides to fire all weapons again this turn towards the player.
SRM4 gives out 4 heat
SRM6 gives out 5 heat
Medium Laser gives out 5 Heat
Heat accumulated this turn total of 22. The cause for the value of 22 is mostly likely due to the 8 accumulated heat left during the last turn. The 10 Heat Sinks weren't able to cool all of it off.

This message was last edited by the GM at 21:35, Thu 17 Jan 2013.

Clan Wolf
 GM, 34 posts
 Our Legacy is
 The Sword
Thu 17 Jan 2013
at 21:26
Re: Questions and Answers
QUESTION 2.) Are all Perks a one time thing? and If I re-roll, and I didn't like the results of my re-roll do I have the chance to revert back to my previous roll result?

ANSWER:

Hm.. Okay those are two questions. Anyways.
To answer your first question, Yes and No. Some perks are forever some are one time only. The most obvious one can be enumerated from the list below;

Natural/Born Perk: is adding points to your current gunnery stat (once you have rolled for your gunnery/pilot, then you add the value described by the perk to its total). So its a one time only Perk.

Negotiation/Weapons Dealer/Ex Clanner/Hero: are perks that are continous and long term. So whenever you try to purchase a weapon (Weapons Dealer) you get the bonus. or finish a mission (Ex-Clanner) you get the bonus. This perk is a long term perk.

Wealthy/Noble: This is pretty much obvious, its a one time perk for giving you an advantage early game whether to flaunt your early cash on customization or selling your starter Mech for a new one.

As for the other question. The answer is yes. You can Re-roll your perk or your cash and if the re-roll value is worse than your first roll, you can choose to incorporate your first roll into your character instead of the new one.

This message was last edited by the GM at 21:30, Thu 17 Jan 2013.

Clan Wolf
 GM, 35 posts
 Our Legacy is
 The Sword
Thu 17 Jan 2013
at 21:47
Re: Questions and Answers
QUESTION 3.) Its a bit odd four or five pilots coming together, all with the same light Mech.

ANSWER:

That's not a question but oh well.
Gameplay Wise- I was hoping for players to ditch their starter Mechs to buy a New mech. If they stick with their Noble or Wealthy rolls, it is possible to avail some of these new Mechs. There are some advantages in gaining ahead at the very start, even if you cash in and lose most of your C-bills, most likely you will have a better chassis and chance to get more kills with a better Mech than your Stocked Rivals earning you more Credits than most of them.

Story Wise- The Fed Com Civil War just ended do you know how many arsenal of weaponry and wasted military resources are now currently being stored on bunkers never to be used again? They are currently unused and most armies are currently over-stocked with so many Mech that they don't know what to do with it.

So solution? Here comes the Black Market brokers. They have a tendency to visit those Armories and strike a deal with those 'In-charge' of babysitting these specific Toys. It quite easy to forge inventory nowadays. People can cry out over-stock, well others can say, they never even existed.

"You said it was 50,000 units of Urbans."
"No you must have misread the report, it was just 10,000 units. Probably an error."


The point is, The ones that do know about these transactions don't care, and the ones that do care, don't know. As such, Any Pilots willing to be sponsored by any Merc Companies will get to avail one of three Light Mechs as their quote and unquote; Recruiting Stratagem.