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12:21, 25th April 2024 (GMT+0)

OOC - 12/16.

Posted by KittenFor group 0
Kitten
GM, 4970 posts
Thu 18 Dec 2014
at 13:51
  • msg #80

Re: OOC - 12/16

Right, i get to start the long task of updating stuff from the long contract, so leave me alone unless i'm the only person that can deal with a prob.

Go bother Luc or Pax.
Echo Snow
NPC, 345 posts
R1 - Space Cadet
Callsign - 'Princess'
Thu 18 Dec 2014
at 14:40
  • msg #81

Re: OOC - 12/16

Character sheets up dated for...

Ironswords
Luc, Hassan, Malcolm, Olaf, and Roger.


These players should review the updates for confirmation.  Be aware that some of the numbers may look fudge, this is because of sloppy bookkeeping by BMs, so best guesses were made.
Hassan al-Nasir
player, 136 posts
R0 (Mechwarrior)
Callsign: Scorpion
Thu 18 Dec 2014
at 14:56
  • msg #82

Re: OOC - 12/16

The cbills and xp looks good!
This message was last edited by the player at 14:58, Thu 18 Dec 2014.
Kitten
GM, 4971 posts
Thu 18 Dec 2014
at 15:01
  • msg #83

Re: OOC - 12/16

Repair bay notes have not been looked at yet Hassan.

Your request have been updated though.




Tweaked the cost of units, nothing has been changed, just the presentation so that players can make a more accurate comparison.

The Unit cost are divided by the number of players in the unit and applied against earning each mission.
This message was last edited by the GM at 15:13, Thu 18 Dec 2014.
Hassan al-Nasir
player, 137 posts
R0 (Mechwarrior)
Callsign: Scorpion
Thu 18 Dec 2014
at 15:41
  • msg #84

Re: OOC - 12/16

Kitten:
Repair bay notes have not been looked at yet Hassan.

Your request have been updated though.


Awesome thanks!  Hassan's looking really good right now.  Can't wait to try him out with the Falcon.

Also, thanks for all the hard work on the accounting!
Kitten
GM, 4975 posts
Thu 18 Dec 2014
at 16:01
  • msg #85

Re: OOC - 12/16

Accounting all the bookkeeping is the hard part, but i manage most of the time.
Greyson Strauss
player, 18 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 16:48
  • msg #86

Re: OOC - 12/16

I'm thinking just being a freelancer for maybe a mission or two would be a good idea...at least until I get used to the system...does that make sense random peoples?
Olaf Oleeson
player, 139 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 16:56
  • msg #87

Re: OOC - 12/16

Greyson - that's pretty much exactly what I did for my first couple of outings.  I did a mission or two with the now defunct Rat Pack then a couple trips out with Pax and the Light Lancers before finally settling in with the Ironswords.
This message was last edited by the player at 17:23, Thu 18 Dec 2014.
Lucius McMurphy
player, 1495 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 17:04
  • msg #88

Re: OOC - 12/16

Ultimately it's your call.

I think that your Valk would work well in the Ironswords support lance with Olaf and Roger.

Olaf is piloting a Whitworth and Roger is piloting a Hunchback variant with LRM's.
Greyson Strauss
player, 19 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:06
  • msg #89

Re: OOC - 12/16

honestly that sounds like it could work out, im just sure I need to do a mission so i know what im doing

that and i honestly need to get into the trend of asking for help...im used to being embarassed for some reason with asking for assistance
This message was last edited by the player at 17:07, Thu 18 Dec 2014.
Lucius McMurphy
player, 1496 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 17:07
  • msg #90

Re: OOC - 12/16

Olaf, hows that sound to you?  Just cause I'm the unit CO I want your input cause he'll be in your lance.
Olaf Oleeson
player, 140 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 17:09
  • msg #91

Re: OOC - 12/16

A Valk QA with the LRM 10 would fit in nicely giving another long range attack to reach out and soften up the OPFOR or hammer on conventionals.
Greyson Strauss
player, 20 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:10
  • msg #92

Re: OOC - 12/16

*blinks* uhh...i changed the LRM with a streak LRR...its the biggest one at least...

or at least listed that in the repair bay
This message was last edited by the player at 17:10, Thu 18 Dec 2014.
Olaf Oleeson
player, 142 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 17:13
  • msg #93

Re: OOC - 12/16

Still works.  I'm looking at swappin' my own LRM 10s for SLRRs so we'll be working in the same ranges.
Greyson Strauss
player, 21 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:14
  • msg #94

Re: OOC - 12/16

ah nice, well i thought that either i hit with an LRM and may not hit with many of my missles, or lose 4 missles and hit with every one of em
Kitten
GM, 4976 posts
Thu 18 Dec 2014
at 17:18
  • msg #95

Re: OOC - 12/16

A couple of new players sitting in PM, working on characters.

One looks to be leaning towards a Mongoose, the other is still in the look phase.
Lucius McMurphy
player, 1498 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 17:24
  • msg #96

Re: OOC - 12/16

Then how about you join up with the Ironswords for the beginning of the next contract.  Around the mid-point, since this is going to be an extra long one, will be a chance to shift into the Lancers or Pussycats unless I'm mistaken...or if things are going well in the Ironswords you can stay.
Greyson Strauss
player, 22 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:26
  • msg #97

Re: OOC - 12/16

alright, sounds like a deal to be honest
Kitten
GM, 4978 posts
Thu 18 Dec 2014
at 17:29
  • msg #98

Re: OOC - 12/16

So mote it be, the Ironswords are up to 6, and in theory should be 'full'.  Lucius has the leadership for a five man unit though, so I will allow the Ironswords another recruit, if they see someone they like.
Michel Dubois
player, 2 posts
Thu 18 Dec 2014
at 17:32
  • msg #99

Re: OOC - 12/16

At work so I don't have all my notes. I am looking at either a mongoose or a mercury with the intent to pull the medium lasers forsmalls. One of the reasons I have been slow in finalizing things is because I've been reading through all the modification rules. Figured I'd ask some of my questions here so I can finish up when I get home.

Let's use the Mercury as our sample mech.

1)What is the procedure and costs to pull the 2 mediums to add 4 smalls?

2) IF I make the availability roll for an XL engine, what is the procedure and costs? Follow up would be using the additional tonnage for maxing armor, then adding small lasers or heat sink if I start to have too much heat accumulation.

3) MASC ... same as engine, cost and procedure

I know the last 2 will require lucky rolls, they are just goals for the design. The issue is can I actually do all of that and what type of costs would I be looking at.

I am building a fast knife fighter, so I am trying to figure out what I may eventually need so I can plan an appropriate path.

Too bad I can't get a Charger, lol
Akarian Euclid
player, 198 posts
Thu 18 Dec 2014
at 17:40
  • msg #100

Re: OOC - 12/16

On mobile at moment so not going to try an answer everything, but I wouldn't count on affording an XL engine. Cost is listed in the reference game under mech modifications. I was looking at it for a mongoose and it was going to cost around 1.6 million.
This message was last edited by the player at 17:41, Thu 18 Dec 2014.
Joaquin Cortez
player, 230 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 18 Dec 2014
at 17:46
  • msg #101

Re: OOC - 12/16

I have 4 ER Smalls coming my way, I'll trade for your Meds if that makes for an even swap in your eyes Michel. Won't have to worry about availability rolls that way, and we both have things we are looking for. Let me know if that works, and we can work out the details with the BMs for approval in that case.

Not sure how all that stuff works in the repair bay (Character Overhead, the Techs, etc). Its still a little confusing to me. I'll take any explanation to simplify things.
Kitten
GM, 4979 posts
Thu 18 Dec 2014
at 17:53
  • msg #102

Re: OOC - 12/16

1)  Modification rules are mostly outlined here...
link to a message in another game

First thing would be to calculate the Modification cap.

A 20 ton Mercury has a base modification cap of 2 tons (10% of it's weight), which is enough to remove the two lasers.  If you wanted to change more you need to have something on your character sheet to indicate the character is bright enough to manage what they want to have done.

Removal of the (2) ML is pretty easy, you pay the labor to have them removed.

40,000 cb (cost of ML) x .2 (Mech Weight / 100) = 8k cb to remove one laser, 16k to remove both.

You now have two Medium Lasers lying around to throw in your inventory or to sell off.  They're a common and popular weapon so selling it to a player or your unit inventory shouldnt be an impossible option.  You're saving someone one an availabilty roll if you sell to another player, though selling to the market if youre lazy works too.  If you have no plans to use them, either way you should make about 80k cb on the sale.

You need to have (4) small lasers on hand to install.  Since this is a new character, making availability rolls for your starting mech is ignored unless youre looking for 'advance' tech (non-3025).  Cost for (4) small lasers is 11,250 (x4) = 45k cb

Labour to install the Laser is same as to remove it.

45,000 cb (cost of 4 SL) x .2 (Mech Weight/100) = 9k cb to install four lasers.

Now you need to look at where they go.  Removing the Medium Lasers gave you a critical location in the LT and RA.  So your first two go into these locations.

You have two SL left to install and no open criticals.  At this point all excess equipment needs to be installed on the arms.  So you decides to put all the lasers in the RA, so you can keep the LA free to punch or put one in the LA, so that if you lose the RA you dont lose all the lasers.




17k for labor
45k for (4) SL
62k Total Cost, not bad when you consider you made 60k off the sale of the Medium Lasers they replace.

This is originally listed as a 2 ton modification, but Medium Lasers and Small lasers are both considered Energy Weapons, so you may count the replacement of a Medium Laser with a Small laser as a downgrade, which means that swapping out two ML for two SL counts only as One ton towards your modification cap.




2) Read message 6 ~ link to a message in another game

3) MASC is considered Advance tech and you need to make a roll to find it.  If you find it, you pay the cost to buy it, then if you have the space on the mech, you pay the cost to install it.

 It should be noted that MASC requires a tech skill of '2' to use properly, for each point you lack, increase the chance for a 'freeze' result by one.

 I'm making a logic call here, that installation criticals for MASC needs to be made in the legs, as long as you have an open critical to use in the leg, you may/must install MASC in that critical.  If you do not have an open critical in the location you need to move something (1/2 ton mod) to make room for the MASC.

Look over the this thread for campaign interpretations of equipment, cost, and expected availability rolls.

link to a message in another game




Engine modification, especially XL, are not to be taken lightly.  I think XL engines are a fast track to the poor house, but i allow them.  MASC is just tech.  There is no available roll listed because the cost of the equipment varies which make the availability roll varies, i'm not going to work out the TN unless it's for a live project (this is all hypothetical).  Having MASC free can also get you dead fast, not bad in a table top game where the mech is expendable, in a campaign game... it could mean starting over with a new character, if you accept these risk, more power to you but i dont want to hear it when your mech freezes in front of a Demolisher backed by a SRM Carrier.
Kitten
GM, 4980 posts
Thu 18 Dec 2014
at 17:54
  • msg #103

Re: OOC - 12/16

Joaquin Cortez:
I have 4 ER Smalls coming my way, I'll trade for your Meds if that makes for an even swap in your eyes Michel. Won't have to worry about availability rolls that way, and we both have things we are looking for. Let me know if that works, and we can work out the details with the BMs for approval in that case.

Not sure how all that stuff works in the repair bay (Character Overhead, the Techs, etc). Its still a little confusing to me. I'll take any explanation to simplify things.



You dont have to worry too hard about character overhead, you can do nothing and take everything at 'free' levels.  You're still affected by unit overhead though.
Kitten
GM, 4981 posts
Thu 18 Dec 2014
at 17:55
  • msg #104

Re: OOC - 12/16

Michel Dubois:
At work so I don't have all my notes. I am looking at either a mongoose or a mercury with the intent to pull the medium lasers forsmalls. One of the reasons I have been slow in finalizing things is because I've been reading through all the modification rules. Figured I'd ask some of my questions here so I can finish up when I get home.

Let's use the Mercury as our sample mech.

1)What is the procedure and costs to pull the 2 mediums to add 4 smalls?

2) IF I make the availability roll for an XL engine, what is the procedure and costs? Follow up would be using the additional tonnage for maxing armor, then adding small lasers or heat sink if I start to have too much heat accumulation.

3) MASC ... same as engine, cost and procedure

I know the last 2 will require lucky rolls, they are just goals for the design. The issue is can I actually do all of that and what type of costs would I be looking at.

I am building a fast knife fighter, so I am trying to figure out what I may eventually need so I can plan an appropriate path.

Too bad I can't get a Charger, lol


Your X-mas bonus will probably be a choice of one of the following 75k cb, IS DS/HS, or (2) ER Small.  So you can plan according to that.

Joaquinn's offer to swap (2) ML for (4) SL is not a bad thing.  Though if he doesnt want the ERSL, he should just consider taking the 150k cb, and rolling for parts... It's worth a lot of cash in his pocket.  (or take the two IS DS/HS)
This message was last edited by the GM at 17:57, Thu 18 Dec 2014.
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