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OOC ~ 05/18/15.

Posted by KittenFor group 0
Kitten
GM, 6177 posts
Mon 18 May 2015
at 20:02
  • msg #1

OOC ~ 05/18/15

New OOC thread cause the other one was getting sort of long.
Kitten
GM, 6194 posts
Fri 22 May 2015
at 23:16
  • msg #2

Re: OOC ~ 05/18/15

Mission 16 in wrap up, i have to do bookkeeping on the last two missions at this point.

Missions 17 will be duo fold.

The academy mission will be run for the Pussycats (CO) lance and Ironswords (XO) lance.

Kappa has been gone going on two weeks, so we'll work on the presumption that this will remain to be so for Mission 17.

Other changes include...

Hank's departure, and Piotr's hiatus to take care of personal issues.

For these reasons, the Pussycats will be going back to a one lance format.

Piotr has requested to be put back in the freelancer pool, where he'll take some time to lick his wounds, and make passes at the omni biotechs.

So...

For the Academy mission.:
Pussycats
Penny
David
Teri

Ironswords
Akarian
Joaquin
Damien

Freelancers
Regina
Svetlana


For the Eden mission:
Ironswords
Adam
Olaf (?) Adam you need to check to see if he's back from hiatus or if he'll be missing 17 too.

Freelancers for Adam to draft to replace Piotr till he returns, and maybe Olaf too if he's out.
Greyson (started with the Swords, going back to them seemed right)
Alaric

Freelancers to round out this lance...
Quentin.... and... maaaaaybe  Svetlana....

This message was last edited by the GM at 00:50, Sat 23 May 2015.
Alaric Drusus
player, 47 posts
Fri 22 May 2015
at 23:36
  • msg #3

Re: OOC ~ 05/18/15

Whoo!

I'm excited. :D
Olaf Oleeson
player, 281 posts
NC-R1 Corporal
Callsign Berserker
Sat 23 May 2015
at 08:05
  • msg #4

Re: OOC ~ 05/18/15

Back!

Well, sort of... that last trip has brought about a cross country move in the next month.  Think I'll probably sit out M17 as well and get relocated before coming back swinging.
Kitten
GM, 6202 posts
Sat 23 May 2015
at 10:40
  • msg #5

Re: OOC ~ 05/18/15

(hugs)

Good to hear from you.

Okay will put you on reserve beside Piotr as a freelancer and we'll see what we see when you get back.
Adam Carlyle
Player, 108 posts
O4 - Captain
Solid Slug
Sat 23 May 2015
at 20:26
  • msg #6

Re: OOC ~ 05/18/15

Kitten...

Ironswords also have a Heavy Ferret (Regular crew) transport to go with the Karnov (Regular Crew) and the Trailer (Which is an Elite Crew).  Not that I expect them to all get fully loaded but...
This message was last edited by the player at 20:31, Sat 23 May 2015.
Kitten
GM, 6206 posts
Sat 23 May 2015
at 21:06
  • msg #7

Re: OOC ~ 05/18/15

In reply to Adam Carlyle (msg # 6):

I thought the ferret was a bomber?
Adam Carlyle
Player, 109 posts
O4 - Captain
Solid Slug
Sat 23 May 2015
at 21:08
  • msg #8

Re: OOC ~ 05/18/15

Nope, transport.

I loaded up on transports and didn't pick up bombers.  I know that they could do some serious damage but the strafing rules/bombing rules mean it's so easy to hit them that it almost guarantees your bomber/strafer getting shot down.
Kitten
GM, 6233 posts
Wed 27 May 2015
at 17:39
  • msg #9

Re: OOC ~ 05/18/15

Working on Defense Mission now, which includes...

Adam, Alaric, Greyson, and Svetlana.

Alaric... what's your call sign?

Greyson working to see what sort of shape youre in later today.
Alaric Drusus
player, 48 posts
Wed 27 May 2015
at 19:05
  • msg #10

Re: OOC ~ 05/18/15

How about "Veles"?
Joaquin Cortez
player, 396 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 29 May 2015
at 12:03
  • msg #11

Re: OOC ~ 05/18/15

Just as a heads up to everyone, DriveThruRPG.com free item of the week is the A Time of War Quick Starter PDF. I figured some of you may be interested in this.
Roger Simms
player, 465 posts
Call sign: Viking
Srms
Wed 3 Jun 2015
at 15:18
  • msg #12

Re: OOC ~ 05/18/15

 Polish's the windows and checks the oil while waiting for the gas tank to fill up.?
This message was last edited by the player at 15:20, Wed 03 June 2015.
Kitten
GM, 6236 posts
Wed 3 Jun 2015
at 15:36
  • msg #13

Re: OOC ~ 05/18/15

Just a lil distracted the last few days apologies for those on City defense.

I should be able to get something up tommorrow.
Greyson Strauss
player, 187 posts
MechWarrior
Striker
Wed 3 Jun 2015
at 15:44
  • msg #14

Re: OOC ~ 05/18/15

my hype for fallout 4 is now real...
Kitten
GM, 6237 posts
Wed 3 Jun 2015
at 23:48
  • msg #15

Re: OOC ~ 05/18/15

Hype?
Greyson Strauss
player, 188 posts
MechWarrior
Striker
Thu 4 Jun 2015
at 04:10
  • msg #16

Re: OOC ~ 05/18/15

eagerness to do something...such as play fallout 4 which had its trailer released...
Kitten
GM, 6238 posts
Thu 4 Jun 2015
at 04:24
  • msg #17

Re: OOC ~ 05/18/15

ah~!
Kitten
GM, 6239 posts
Thu 4 Jun 2015
at 10:57
  • msg #18

Re: OOC ~ 05/18/15

(ugh)

Baby off today (forgot) and home.  I might have less time than i thought.

(SORRY!)
Kitten
GM, 6247 posts
Tue 9 Jun 2015
at 02:35
  • msg #19

Re: OOC ~ 05/18/15

Attendance Check.

Working on the defense mission and need to see who's about.

So far we have Adam, Alaric, Svetlana, and...

Olaf?

Greyson?
David Crain
player, 710 posts
R2 - Sergeant
Callsign: Avenger
Tue 9 Jun 2015
at 02:36
  • msg #20

Re: OOC ~ 05/18/15

yep
Kitten
GM, 6248 posts
Tue 9 Jun 2015
at 02:37
  • msg #21

Re: OOC ~ 05/18/15

For the city defense darling.

Academy mission is waiting on Penny... and will have to wait till tommorow, it's running late and i'm off to bed soon.
Adam Carlyle
Player, 112 posts
O4 - Captain
Solid Slug
Tue 9 Jun 2015
at 03:23
  • msg #22

Re: OOC ~ 05/18/15

Olaf was going to be off protecting Piotr, since the player is off doing RL things.

I'm not sure about anyone but Alaric and Svetlana being there as well as the Omni support of Lina last I remember seeing.
Kitten
GM, 6249 posts
Tue 9 Jun 2015
at 03:33
  • msg #23

Re: OOC ~ 05/18/15

Right i had a quick solution for Greyson, the Omni militia was going to loan him an X-3.

A little lighter and slower than the Valkyrie, but it'll have have (2) LRM5 and (2) Medium lasers, so the weapon load will be very similiar to what he's use to.

Any damage that the mech takes, he's responsible for repairing, his Valkyrie is collateral for it's reasonably intact return.

It's a better option than working out the nickles and dimes on what his Valk looks like after the last mission.

Only snag was he mentioned going on (?) hiatus to play a video game?
This message was last edited by the GM at 03:33, Tue 09 June 2015.
Adam Carlyle
Player, 113 posts
O4 - Captain
Solid Slug
Tue 9 Jun 2015
at 03:36
  • msg #24

Re: OOC ~ 05/18/15

I knew Greyson had taken a beating but I couldn't remember just how badly.

Are we also getting Echo for the deadly duo ;)
Kitten
GM, 6250 posts
Tue 9 Jun 2015
at 13:53
  • msg #25

Re: OOC ~ 05/18/15

I hadnt thought about it, but i think not.
Adam Carlyle
Player, 114 posts
O4 - Captain
Solid Slug
Tue 9 Jun 2015
at 14:14
  • msg #26

Re: OOC ~ 05/18/15

Fair enough.

I'd say that if he doesn't pop in for your attendance check that is a good sign that he's still on hiatus.
Svend Nemerson
player, 86 posts
Backdraft
Tue 9 Jun 2015
at 14:58
  • msg #27

Re: OOC ~ 05/18/15

I'm here
Adam Carlyle
Player, 115 posts
O4 - Captain
Solid Slug
Tue 9 Jun 2015
at 15:06
  • msg #28

Re: OOC ~ 05/18/15

*grins*

We know you're here Svend :P  Kitten was asking about those that are not in the Lancer mission or the Academy 'A Bridge too Far' mission.

Those paltry few it seems will be guarding the supply lines.
Akarian Euclid
player, 561 posts
R3 - 1st Lt.
Tue 9 Jun 2015
at 15:57
  • msg #29

Re: OOC ~ 05/18/15

Right so I'm having a bad few weeks, waiting on a joint MRI, Apple has pre-released IOS 9 stuff which is going to have me fairly extra busy with work for awhile, and today my computer is now heading towards needing wiped and re-installed. My posting rate might be down for a few days.
Adam Carlyle
Player, 116 posts
O4 - Captain
Solid Slug
Tue 9 Jun 2015
at 16:05
  • msg #30

Re: OOC ~ 05/18/15

Noted.
Kitten
GM, 6251 posts
Tue 9 Jun 2015
at 16:57
  • msg #31

Re: OOC ~ 05/18/15

whew...


so much to do here.

okay will start and just get a move on and hope to get as much done as possible.
Adam Carlyle
Player, 117 posts
O4 - Captain
Solid Slug
Tue 9 Jun 2015
at 16:59
  • msg #32

Re: OOC ~ 05/18/15

One step at a time :)
Joaquin Cortez
player, 410 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 9 Jun 2015
at 17:52
  • msg #33

Re: OOC ~ 05/18/15

I'm currently at the dealer get a leak in my car looked at. Floorboards were soaked. I might be a little sporadic posting if needed. I'll check periodically.
Kitten
GM, 6252 posts
Tue 9 Jun 2015
at 21:23
  • msg #34

Re: OOC ~ 05/18/15

BMs all seem a little distracted at moment, we'll see if we can get things back on track though.
Alaric Drusus
player, 50 posts
Veles
Sat 13 Jun 2015
at 02:11
  • msg #35

Re: OOC ~ 05/18/15

Hey folks!

I have just one final thing to wrap up with character creation before everything is finished. Spending some of the extra C-Bills on some supplies (armor, maybe an extra laser in case one gets blown off, maybe a decent crew). I'm still pretty hazy on how this works, is anyone able to help shine some light on it for me?

Thanks! :)
Kitten
GM, 6259 posts
Sat 13 Jun 2015
at 02:14
  • msg #36

Re: OOC ~ 05/18/15

He's got the standard three rolls, at +0 and the option for the standard gimme for armor and ammo rolls.

he's in a javelin-10F so probably wont need ammo.

I've suggested ferro and DS/HS to him as possible rolls.
Joaquin Cortez
player, 413 posts
Callsign: "WarDog"
Spider (SDR-5V)
Sat 13 Jun 2015
at 02:35
  • msg #37

Re: OOC ~ 05/18/15

Working late. Got assigned last minute duties for end of year tech conference. I have to now give an hour & 35 minutes presentation and also train 12 high school students before Wednesday. I'll be busy this evening and when I break tomorrow once presentation is nailed, I'll post my targeting and firing rolls. Sorry for delay.
Adam Carlyle
Player, 120 posts
O4 - Captain
Solid Slug
Sat 13 Jun 2015
at 03:00
  • msg #38

Re: OOC ~ 05/18/15

Standard Armour will give him 4 tons to purchase at 10 000 cbills/ton + tonnage mod of 1.3 so that would cost him 52 000 cbills to stock away in personal storage.

DHS is always good for energy mechs.  TN9+ on 2d6 will let you buy one for 60 000 cbills if you make it.  If you do you can spend 600 cbills to pull one of your regular HS and put it into your personal storage.  Spend 18 000 cbills more and you install the DHS onto your Javelin for extra heat goodness.

Ferro is good but you need enough to slap on a full load.  That will take you more than one roll.  Arguably about three rolls.  With that in mind you might want to go for Endo instead (it will take three successful rolls as well and you can't double up rolls aka roll two or three times for Endo in one acquisition phase).  Ferro if you make the TN8+ roll will let you buy up to 2 tons worth.  Endo is a TN11+ and you can buy up to 1/2 a ton.  Endo is better (arguably) but harder to come by.

Really it all comes down to what you want to do with your Javelin, if you want to keep it and mod it, or sell it later on for a different more expensive ride.
Adam Carlyle
Player, 121 posts
O4 - Captain
Solid Slug
Sat 13 Jun 2015
at 03:18
  • msg #39

Re: OOC ~ 05/18/15

Also...

You'll want to look at this thread in another game that Kitten uses for reference:
link to a message in another game

Message #10 has the details on you deciding just what type of personal 'storage' you have.  She has base levels at 'free' and higher levels cost money but not upfront.  It's docked out of your pay after the mission gets done.  You can only change them though during the major interludes when auctions happen, you get access to make more acquisition rolls and the like.

There is a lot of potential nuance to how you do things and you'll learn a lot just by watching what others do and seeing what people have in play during the missions and in between them.
Joaquin Cortez
player, 414 posts
Callsign: "WarDog"
Spider (SDR-5V)
Sat 13 Jun 2015
at 14:50
  • msg #40

Re: OOC ~ 05/18/15

Getting ready to post my movement and firing. Thanks for giving me a few.
Olaf Oleeson
player, 282 posts
NC-R1 Corporal
Callsign Berserker
Tue 16 Jun 2015
at 03:27
  • msg #41

Re: OOC ~ 05/18/15

Hi all.  Just checking in, with a week before my cross country move I'm still on the bench but should be back in within the next couple of weeks!
Kitten
GM, 6281 posts
Sat 20 Jun 2015
at 00:54
  • msg #42

Re: OOC ~ 05/18/15

Archetypes... finalized.

link to a message in another game


Will be of limited use/interest for you though you should review it since future players joining will use these.

Current players do get to review the alt section though.  Even if they dont want to be hassled with a second mechwarrior, the option to play tech, conventional,or even infantry support WITH your current mech warrior is now an available option for alts.

I believe Akarian had an interest in this, now is the time to submit such request, once missions end i'll be swamped and wont look at them.
Akarian Euclid
player, 624 posts
R3 - 1st Lt.
Sat 20 Jun 2015
at 02:36
  • msg #43

Re: OOC ~ 05/18/15

I think my biggest question about conventional alt option is if that character gets their own availability rolls, or if the main character needs to split their 2 availability rolls to also purchase ammo, repairs, customization parts, etc for the alt?
Kitten
GM, 6282 posts
Sat 20 Jun 2015
at 02:50
  • msg #44

Re: OOC ~ 05/18/15

At most an alt will add one availability roll.

Infantry Alt will get an availability roll for ammo that the infantry can use (mostly missiles)

Conventional will add one roll, for equipment usable for their rides.  (They're not rolling for gyros or actuators and stuff).  Remember the main character actually OWNS the tank, the conventional character is just 'hired' to drive/pilot it for them.  Will mull over specifics tomorrow.

Technicians will add a roll for anything, and be usable for salvage operations (if they're assigned transport of some sort to get them to the front).  (This unit is considered a 'combat' unit and counts against the weight and number of units allowed.)




So...

During bookkeeping, Main character gets one roll for each mission they've done since the last bookkeeping, plus one if they have an alt.
This message was last edited by the GM at 02:51, Sat 20 June 2015.
Akarian Euclid
player, 625 posts
R3 - 1st Lt.
Sat 20 Jun 2015
at 03:08
  • msg #45

Re: OOC ~ 05/18/15

Sounds fair, i'll get you a PM tomorrow.
Kitten
GM, 6294 posts
Sun 21 Jun 2015
at 18:16
  • msg #46

Re: OOC ~ 05/18/15

(Happy Father's day to all you dads out there!)
Akarian Euclid
player, 641 posts
R3 - 1st Lt.
Thu 25 Jun 2015
at 15:57
  • msg #47

Re: OOC ~ 05/18/15

Kitten, figured I'd throw it out here, since it might help someone else as well.

Adding jump jets to a mech that didn't have jump jets.. is it possible under the modification rules?

I've looked at the sliding cost tables listed and all of that makes sense, what I don't know about is critical/placement with regards to the rule of "everything must go in arms, unless critical space was created by removing something first" are jump jets an exception to this, given they don't work in the arms and typically end up in legs?
Adam Carlyle
Player, 211 posts
O4 - Captain
Solid Slug
Thu 25 Jun 2015
at 15:58
  • msg #48

Re: OOC ~ 05/18/15

It is possible.

They still have to fill vacated critical spots, as of the last time I spoke to Kitten about it, cause I'm looking on eventually moving into a Hunchback and giving it 3 jump jets and it has the capacity to with criticals I can open up.

Edit:

Though it is a lot more difficult cause not only are you finding tonnage but also crit spaces as well as making sure they are balanced.  If you have an odd number you have to have a CT spot.  Even and you can spread them between torso and legs.
This message was last edited by the player at 15:59, Thu 25 June 2015.
Akarian Euclid
player, 642 posts
R3 - 1st Lt.
Thu 25 Jun 2015
at 16:09
  • msg #49

Re: OOC ~ 05/18/15

Well thats what I'm wondering, as normally a CT only has 2 free critical spots at most, and a lot of mechs have nothing to vacate from their legs. (Their just empty..)
Adam Carlyle
Player, 212 posts
O4 - Captain
Solid Slug
Thu 25 Jun 2015
at 16:12
  • msg #50

Re: OOC ~ 05/18/15

Which means you need to find mechs that have gear in their CT as well as usually HS in their legs.

It's possible that Kitten might relax it insofar as allowing JJ to go in legs but that will mean you're stuck with even pairs of them.
Kitten
GM, 6326 posts
Thu 25 Jun 2015
at 16:55
  • msg #51

Re: OOC ~ 05/18/15

Possible, with logical limitations.


1 ~ Jump Jets may only be placed in the torso or legs.

2 ~ Critical space must be available for Jump Jet Placement.

3 ~ Jump Jets must be placed in a symmetrical fashion.
ie.  If youre going to have an odd number of jump jets, the odd numbered Jump Jet would need to go in the Center Torso.



Requirements one and two are the killers, because with the mech modification rules, it's hard to get the critical space to install jump jets on a mech that doesnt have jump jets.

Conversely, mechs with jump jets are actually good mechs to modifiy,because you can remove the Jump Jets to make room for equipment.




(Suggested things to look for.
Heat sinks in Torso/legs... These can be moved to the arms, making room for jump jets.
Check your mech for a variant that jumps, and slowly aim towards converting your mech towards that variant.
All else fails... sell the mech for one that jumps.
Akarian Euclid
player, 643 posts
R3 - 1st Lt.
Thu 25 Jun 2015
at 17:10
  • msg #52

Re: OOC ~ 05/18/15

Right, so thats what I was mostly expecting.

Using my mongoose as an example, I could free up 1 critical space in the CT and fill it with a single JJ, but couldn't use the other free CT critical, nor the other free critical slots in the RT/LT, or legs. (Since nothing was vacated, they just never were filled to start with.)

Which squarely moves me into suggestion #3 buy a different mech.

Thanks Kitten, I can stop crunching math now.
This message was last edited by the player at 17:11, Thu 25 June 2015.
Kitten
GM, 6327 posts
Thu 25 Jun 2015
at 18:02
  • msg #53

Re: OOC ~ 05/18/15

Yeah.

I treat mechs as specific designs with specific limitations.

Theyre not Mr. Potato heads that you can modify with the use of math using construction rules.

The biggest thing to look at for mechs that you want to modify is actually the available critical space available.  Everything else you can tweak with more or less, but available critical space is hard to work around.

Biggest exceptions to this rule are the criticals used for endo, ferro, and... a little used for IS/DS HS.




Mongooses are a great mech, they're just off the shelf mechs that are hard to modify though.

Commandos, at the same weight are slower but have better critical options, though they are slower and off the shelf dont jump.  They are however a great fixer up mech.

It's all a trade off.
This message was last edited by the GM at 18:05, Thu 25 June 2015.
Adam Carlyle
Player, 214 posts
O4 - Captain
Solid Slug
Thu 25 Jun 2015
at 18:09
  • msg #54

Re: OOC ~ 05/18/15

I was going to suggest to you a Spec to add Tinker.

Let someone put something in a normally unused Crit spot for each level.  Bend that concept rather than breaking.  Still won't be a Mr. Potato Head but it will allow a little more flexibility if someone wants to take up one of their options with Tinker.
Kitten
GM, 6328 posts
Thu 25 Jun 2015
at 18:12
  • msg #55

Re: OOC ~ 05/18/15

Adam Carlyle:
I was going to suggest to you a Spec to add Tinker.

Let someone put something in a normally unused Crit spot for each level.  Bend that concept rather than breaking.  Still won't be a Mr. Potato Head but it will allow a little more flexibility if someone wants to take up one of their options with Tinker.



That's a good suggestion, i'll think I'll add that.

Level one will be a critical for each level they have in tinker, level two could double it, so you could 'cheat' on up to four criticals with level 2 tinker and maxed spec.

Still... for the cost, i'm not sure it's worth the 100+ xp ?
Lucius McMurphy
Alt, 1861 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 25 Jun 2015
at 18:30
  • msg #56

Re: OOC ~ 05/18/15

Well between Tinker adding up to 2 additional tons of possible mods and at second level adding a +1 to Availability Rolls the fact that you'd spend 25xp on Level 1 and 50xp on Level 2 followed by around 25xp for that Spec...

I know Luc and most Bug Warriors would likely take it given the choice.
Kitten
GM, 6410 posts
Tue 30 Jun 2015
at 14:28
  • msg #57

Re: OOC ~ 05/18/15

Welcome back Roger, I have to see what's happening with the Light Lancers.

If the unit disbands, you'll be put in the active freelancer pool.
Kitten
GM, 6417 posts
Tue 30 Jun 2015
at 16:14
  • msg #58

Re: OOC ~ 05/18/15

Quick note...

Akarian is forming up a quick, nimble, skirmish/scouting unit, that relies on speed... EW... and fire support to complete missions.  Finesse, Tech, and use of advance rules like EW, Artillery, and so forth can be expected.  A more advance game can be expected here.

Adam is putting together an old fashion brawling unit.  They go in, get dirty.  Two units in, one unit out.  Less stress is put on advance rules that make use of EW and Fire support.  A more basic game can be expected here.

Priority Freelancers.
You've all been priority freelancers... at one time or another.  With the rise of personal inventories and conventional units, you can stay a priority freelancer and stay clear of the hassles involved with being a part of a set unit.  You can favor one unit over the other, or pick the one that makes the most use of your talent.  Specialized mechwarriors (like EW) or LAM Archeypes, players that want to stay unattached (for whatever reason) can stay a priority Freelancer.

They will get to play every mission, how welcome they are depends on what they bring to the missions.  If believe you can stay in demand and bring more to the mission than you cost, being a Priority Freelancer is not a terrible thing.
Kitten
GM, 6420 posts
Tue 30 Jun 2015
at 16:24
  • msg #59

Re: OOC ~ 05/18/15

per player request, all recent mission threads made available for reading.

They are still in need of final summary and bookkeeping so please do not post on them, they are there for review and research, not comments.

Comments and questions regarding them should be made here.
Greyson Strauss
player, 200 posts
MechWarrior
Striker
Tue 30 Jun 2015
at 22:58
  • msg #60

Re: OOC ~ 05/18/15

im thinking of um...well...mostly just retiring in general...it was fun playing with you guys, ive just lost that spark for the game...I wish you all the best of luck in your future endeavors...
Akarian Euclid
player, 705 posts
R3 - 1st Lt.
Tue 30 Jun 2015
at 23:11
  • msg #61

Re: OOC ~ 05/18/15

Hope I didn't scare you off with my PM, but if your not feeling the game, sometimes its as simple as that.

Best wishes Greyson.
Joaquin Cortez
player, 446 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 1 Jul 2015
at 00:15
  • msg #62

Re: OOC ~ 05/18/15

Don't think it was Akarian. Think it was the lack of being able to play something bigger. I understand Kitten has her idea going, but a lot of players feel really limited in Lights.
In my experiences, you move in a Light mech. Speed is your defense. Takes some getting used to, especially if you are one of those plodder types. Most players I know head right forAssaults thinking bigger is better. I tend to favor Mediums over everything else. I just think from what I gathered he was really hoping to get into something bigger.
Akarian Euclid
player, 709 posts
R3 - 1st Lt.
Wed 1 Jul 2015
at 00:27
  • msg #63

Re: OOC ~ 05/18/15

I really like the campaign being light/medium based, and I even enjoy the mod limits as a sort of puzzle. It's really refreshing and requires a lot more thought in some ways than the old heavy/assault mech throw down that is so typical.

I don't think you're wrong though, I was talking about running a game IRL here as there is a decent sized group of players in the area. I wanted to keep it light based though, interest immediately died down to almost nothing. 3025 tech era and such wasn't helping much either, everyone was wanting unlimited double heat sinks and the rest. It really doesn't appeal to me now adays.
This message was last edited by the player at 00:28, Wed 01 July 2015.
Adam Carlyle
Player, 277 posts
O4 - Captain
Solid Slug
Wed 1 Jul 2015
at 01:06
  • msg #64

Re: OOC ~ 05/18/15

You can run a medium mech here for sure, just need to be canny about how you do it so that the tonnage you bring is worth the tonnage that it gives the OpFor to use against you.  It's a mixed bag really but I've been playing in a 45 tonner pretty well now since M13.

Hell if I re-did Adam as a Lyran I would have the coin to buy a 55 ton Hoplite.
Kitten
GM, 6437 posts
Wed 1 Jul 2015
at 01:38
  • msg #65

Re: OOC ~ 05/18/15

Old time players understand my philosophy.

I tend to let players play, and do what they want.  My thought is there's no one way to play the game and i dont want to taint people from what they want to do.  That said, it's about time that i repeat the driving premise for the campaign again, cause as ive been remined... it's been at least over a year since i've said it out loud.


Bigger is not better, bigger is just bigger.

Takes the concept of strategy out of the game, cause you dont move or go anywhere fast.  Bigger relies on lots of guns and armor to carry the day.  It's a slugfest that takes little thought, little strategy, and in the sense of mission objectives, really lacking in ability to do what needs to be done.

Scout...?  too slow.

Urban fighting?  good luck with that movement profile.

Hit and run?  well maybe hit, now they're rear guard for the units retreat.


They also have an awesome mech footprint.

Missions are not a reflection of reality.  Missions are balanced on the player units that go into the mission.  The larger the mechs used in the mission by the players, the larger the op force gets.  This being the case, the mission doesnt get easier by piloting big mechs you make it harder.  Reliant of arm and weapons scales.  The Op Force gets more armor and weapons too.  You actually slow down making it easier for the op force to hit you.  You actually give the op force more guns to focus on one hapless player and ruin his day.  God forbid you team with lighter players your footprint will get them all killed.

ie.  The Pussycats run a balanced unit that averages around 35 tons.
Raven, Panther, Jenner...  All built and modified tough and mean, no flabby fat among them.  All can take damage, all can dish it out.  No obvious weakness.  Add Regina a 30ton feral freelancer that more than earns her keep.  That's 135 tons of nastiness that can handle most missions that come their way.

now lets introduce a Lyran Mechwarrior into a light unit Akarian wants to put together.  Say he has...
Mongoose, Spider, and Whitworth.... tack on a 40ton hunchback, with a character that has sub average skills cause, Lyran mentality takes away .  That's also 145 tons of mechs... but... theres a problem.  The Hunchback pilots skills arent on par with the rest of the lance.  A Warrior VTOL comes in behind him and triggers an ammo explosion in the back early in the game.  You now have 95 tons of mech in a mission designed for 145tons.  Everyone is giving the Hunchback player a dirty look for bringing a large mech into the game and getting blown up and leaving them over matched now.

Why is the Hunchback going to get blown up?  It's the least mobile...it has ammo vulnerabilities, and the player probably lost initiative one time too many, or fell down because they didnt have a decent pilot skill, or they're 50 tons of ineffective mech cause their gunnery skill wont let them hit.




Is there a use for the Lyran Mechwarrior...

Yes... but very specialized... the suggesting to revamp a heavy into something like an Arrow IV mech, or an off map bombardment mech by an alt, isnt a terrible job for a lyran minded mechwarrior.  The weight is off the mission and sub standard skills wont kill the mission.

The larger Op Force that the smaller unit now has to face is not only harder to defeat, it's going to take longer, cause they have more armor... and they're over matched by a factor of 3:2...  yes, the Op Force will have a large component of Conventional which normally gives the player the edge,but that edge goes out the window with such a weight imbalance.

All unit commanders, and veteran players by now understand this.  When you start tipping into the higher mech weights you're making the missions harder, youre playing against

"Ling's Rules of Engagement."

Really really really old players that have been with me know, that i started Battletech on RPOL in a campaign similiar to this one with shared BMs and multiple merc units.  I loved that concept.  What i didnt like, was that there tentative medicore play by slog footed heavy and assault players with no talent beyond self preservation and kill stealing were rewarded.  It made for a really uncooperative environment that rewarded the selfish and made for really really long games as everyone looked to survive the mission and kill steal experience from one another, it felt more pvp at times the way they threw each other under the bus for personal gain.

Ling's rules of engagement, broke that thinking.  Lighter... quicker... smarter... meant more got done using synergy and we broke the bank and got rich very quickly.

Old time players that were in Mac's games will vouch that Ling's Wolf Pack was easily the most successful unit in Mac's game, and ton for ton would mangle any of the other units, and quite often shocked the BM's with the ruthless prejudice we put the Op Force down with to complete the mission.  We would finish an entire mission in the time it took other unit to just muddle through a single turn.

Adam and Teri were both in Ling's unit and can vouch first hand for what i'm saying, other players from Mac's game can vouch at how quickly we went from a brand new unit to the meanest unit in the game in what felt like over night to me.


Yeah, i'm on rant...  Final comments on the topic of my views here...

Players are free to pursue whatever makes them happy in the campaign within the scope of the game... roleplay... dont role play... dive deep into the game, or just show up to post your turns, take a hiatus from the missions here and there.  Play what makes you happy.  It's your character.  Theres no one way to play the game, as the constitution says, youre all entitled to pursue your personal happiness.

That said...

This is a player driven campaign.  Supply and demand is determined by the players.  God help them, if a bunch of Lyran minded players wanted to get together and play a unit I'd given them my blessing, then give them last rites as i tore them up after a proper warning.  Your pursuit of happiness is fine, as long as it doesnt interfere with another players pursuit of happiness.

That Lyran minded Hunchback that got himself shot up, is not only unhappy at this point, he's also left me three irritated players in an unfair situation.

Case in point...

I lost Hank from the campaign recently.  I actually liked Hank, he was a solid motivated player, but he was in a blackjack, a larger mech that was unpopular with unit commanders.  It's a player driven campaign, i can not make the players like the Blackjack character, when he's weighed in to equal nearly two mechs and isnt viewed as being worth the opposition that's going to bring.  Hank eventually up and left which bothers me cause i thought he was an okay player that under different circumstance might have done better and been happier.

If i have a function here, it's to provide my players with an enjoyable experience.  I can only do that by affecting the environment, i cant make them play nice with one another.  I need them to look at one another and compromise.  I need some players to understand that individual happiness is not always achieved the same ways for different people.  I need those people to understand that what they want may not always be popular, and there is a reason for it and consider the position of the greater contentment of the players (themselves included).

I lose players... good ones... bad ones.. indifferent ones... a campaign like this is built to have a rotating player base and survive.  I miss some players more than others, i remember them all, and they leave their mark on the campaign in some way shape or form.  If they go... they go with my blessing, because none of us are paid to be here and when it's not fun and work, it's time to close the shop.  If you go, just want them to be aware, that it's their choice, and to know what they're leaving behind.  Time... work... and things in the flesh and blood world cost me players that i hate to lose and there is much affection on each side when the parting of ways happens.

My personal goal, is to see if i can evolve this campaign to the point where it wont need me anymore.  Good people and good documentation is needed for that.  I'm durable and last longer than most, but even I wont last forever.  I'm just curious if this will out last my twilight campaign.

^.^
Greyson Strauss
player, 201 posts
MechWarrior
Striker
Wed 1 Jul 2015
at 06:36
  • msg #66

Re: OOC ~ 05/18/15

A very inspirational speech indeed kitten, its just that I have very poor luck in general, and to you it seems like light makes right, and that their is no real room in your game at all for anything over 20 tonns, which removes a lot of options, which makes sense in one perspective, but kills other options.

an example being a heavier set up mech would be perfect for hold the base style missions, getting their turn to make sure where the lights come home and recupperate doesnt get blown to bits by the advancing armada of enemies, along with missions where we actually definitavely push back the enemies, because even if they are clunky or slow or have a bigger electromagnetic footprint, having something that could make sure nothing comes up behind you and bottles your ass in is something i would like around me...

sorry for my rant and the reason im back is because it popped up on my list even after i removed it...

end of the day, light and medium mechs are best together for scouting/raiding things, heavy/assault mechs are good at map clearing fights and last ditch effort defenses...in my mind at least...
This message was last edited by the player at 06:37, Wed 01 July 2015.
Kitten
GM, 6442 posts
Wed 1 Jul 2015
at 12:07
  • msg #67

Re: OOC ~ 05/18/15

anything over 20 tons is a bit of an exaggeration.

With Tech Warrior you can get something as large as 50 tons.

With the use of Lyran mentality you can get something all the way up to 55 tons.

The question is, once you make this character, will there be any sort of demand/welcome for it.  I'm not the judge on that matter.  As noted, this is a player driven campaign, talk to Adam and Akarian about it, the unit commanders.

From the unit description, it sounds like the hammer anvil approach is not something his unit is gearing towards, which leaves Adam as a possible commander for you.  If you can sell him on this, by all means generate the character.

As i said, I try not to meddle with character approach as much as possible, though i do drop warning when i see the potential for disaster, particularly when it's likely to spill over to more than one player.

Its one thing to take an accidental ammo explosion in a 30 ton mech, with 'average' foot print, do it in a 50 ton mech, and your lance maters are going to have a harder time picking up the pieces.  This is just a warning, because if you go this route, you need to earn your weight in the mission.  You must be prepared to engage and successfully deal with at least your mech weight on the mission map, is the yard stick of success for a good player/mission.  The larger you get, the harder it is to meet that mark.
This message was last edited by the GM at 12:14, Wed 01 July 2015.
Akarian Euclid
player, 711 posts
R3 - 1st Lt.
Wed 1 Jul 2015
at 13:48
  • msg #68

Re: OOC ~ 05/18/15

Greyson as I said in my PM I was happy to look over and work with you on some designs if you put them together. EW is a complex one though, and would take quite a bit of effort. The reality is support stuff is hard to do, as often the best support is a good offense in these campaigns. Playing heavier mechs(40+) really is essentially a bit like doing the EW above in this campaign, it takes a good amount of work and finess for it to pay off and be favored.

Kitten and Adam might laugh at me, but I've probably sunken 15+ hours into various ways to redo Akarian with this mulligan and unit re-org. Now that's an advanced character and a unit leader so there are a lot of extra considerations, but I'm sure I'd probably be at least half of that for a heavy weight, or EW character.

The Spectres have some room for a heavier mech or two like whitworths or custom jobs. This is mostly for the LRMs, but a mech that can move 4/6/4 or better, has a bunch of armor and can dish out some damage to, isn't without merit.
Kitten
GM, 6444 posts
Wed 1 Jul 2015
at 14:06
  • msg #69

Re: OOC ~ 05/18/15

15 hours.

(shudder)

Yes.  From all the questions you ask me, yes...i can see that.

If i didnt have to muck over campaign stuff, i'd probably be tweaking stuff out like you and Adam, from the stuff Adam's grinding up, he's throwing some serious time into the mini mulligan thing too.

Like i said, were here cause we love the game, not cause were being paid for it.  If you're throwing 15 hours of thought into it, you probably have a great love for the game, i wouldnt laugh at that (some one else might but not me)
Kitten
GM, 6445 posts
Wed 1 Jul 2015
at 14:08
  • msg #70

Re: OOC ~ 05/18/15

Yeah... the biggest benefit from archetypes is for characters with Excess cash to throw it into character development...

I'll admit, it's a cheap ploy to suck money out of the player economy early.

:P
Kitten
GM, 6447 posts
Wed 1 Jul 2015
at 14:41
  • msg #71

Re: OOC ~ 05/18/15

Archetypes have been twinked.

All of them have a modest 'advantage' now, to help the Archetype identity along, and added a modest limitation to Tech Warriors initial mech selection.
Akarian Euclid
player, 712 posts
R3 - 1st Lt.
Wed 1 Jul 2015
at 14:50
  • msg #72

Re: OOC ~ 05/18/15

It doesn't help this happened on the week I decided to take off work *laughs*, but yeah I love this game/campaign a lot. I've invested endless hours into it really. I mean I had a Battletech/aerotech background from 20+ years ago, but never got into conventional units, infantry, advanced tech or the rest. I remember doing most everything from like 4 sheets of paper, and a bunch of paper mech print outs full of Robotech rip offs which was fantastic.

Since starting this game I've also bought the 4 big Classic Battletech books as well.

Anyways back to LAM crunching after that latest archetype tweak... Pilot 5 required now, I may just have to turn Akarian into a bloody LAM commander at this rate.
Kitten
GM, 6448 posts
Wed 1 Jul 2015
at 15:32
  • msg #73

Re: OOC ~ 05/18/15

If you want  a special  brand  of torture, crunch numbers for a ew lam commander...
Lucius McMurphy
Alt, 1864 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 1 Jul 2015
at 16:01
  • msg #74

Re: OOC ~ 05/18/15

Done that.
Kitten
GM, 6450 posts
Wed 1 Jul 2015
at 16:11
  • msg #75

Re: OOC ~ 05/18/15

heh... i'm only EW LAM deep, i'm stepping back from command.

As a primary...

100 Accuracy
100 Physical
050 Mental

025 Edge
075 X-Train Aero
025 X-Train Tech
025 Tinker
025 Noble

2.7 million
2.47 million LAM

230 k for equipment... picked from Penny... probably the Elite Ferret/Infantry, Plug suit, Endo Steel... in that order of priority, though to get the ferret i'd have to pick up rank... budget... super tight.

Swap Noble for Leader, if i was going for a Unit Commander role.. .which i'm not.




As an alt...

100 Accuracy
100 Physical
025 Mental

075 X-Train Aero
025 X-Train Tech
025 X-Train Tinker

2.2 Million
2.1 Million 15t EW LAM

... mmm ... start looking at PS or Endo for the future development... i suppose...  tigher...
This message was last edited by the GM at 16:16, Wed 01 July 2015.
Greyson Strauss
player, 202 posts
MechWarrior
Striker
Wed 1 Jul 2015
at 16:35
  • msg #76

Re: OOC ~ 05/18/15

I will still see myself out, not because i cant be a heavy, its because I am burnt out on this and I lost that spark for it, But maybe one day I will come back, either way, im going, see ya'll another time.
Kitten
GM, 6454 posts
Wed 1 Jul 2015
at 16:37
  • msg #77

Re: OOC ~ 05/18/15

Greyson Strauss:
I will still see myself out, not because i cant be a heavy, its because I am burnt out on this and I lost that spark for it, But maybe one day I will come back, either way, im going, see ya'll another time.


No worries, wil honor your wishes and hope you prosper.

If you feel the urge please look us up. will remove your ID in a few days when i clean up the cast list.
Damien Cole
player, 135 posts
Storm
Wed 1 Jul 2015
at 16:48
  • msg #78

Re: OOC ~ 05/18/15

As a new-ish player in this game, I have been going back and forth if it is worthwhile for me to make any changes to my character.  Reading the comments in this thread, and some of the debate over light vs non-light, I wonder if I did not create a character that fits into the overall cohesion of the game.

Most of the games I have played/run in my time were on the Heavy/Assault side with some Mediums sprinkled in.  As was pointed out, most players liked tons of weapons and armor, but due to either heat buildup or just general 'Mech slowness there was not much close-in fighting.  I personally wanted to use a Hatchetman or the like, but was never able to close the distance to make it worthwhile.  And I wonder if that "tainted" my views on how to run things.

I was never really into the idea of running light 'Mechs before this game. And I think part of my issues when I first started came from the mindset of "find a spot with some cover and fire away" school of battle.

With that in mind, I have been wondering if I need/should adjust my skills and possibly even my 'Mech. It is definitely slower then what most people are running. And one of the reasons I took it was for the LRMs. Since I would have range and could fire across the map. But that style does not seem to fit in to what the others are using/playing towards.

Anyone have any thoughts on that? Or might be able to present me with some alternatives?

This is the first online Battletech, and indeed the first I have played at ALL in about 6 years. It is different then those I am used to, and I need to adjust my mindset to fit. Just wondering if anyone is willing to give me some help with that change.
Akarian Euclid
player, 719 posts
R3 - 1st Lt.
Wed 1 Jul 2015
at 16:54
  • msg #79

Re: OOC ~ 05/18/15

Storm, I think most of it comes down to how you want to play the game.

The "take cover and blast things with LRM fire" option works perfectly with how I was running the Ironswords XO unit, and will ideally be running the Spectres. Since with Hawkeye LRMs, you can actually be in full cover and also don't need line of sight to the enemy.

Key thing is to identify how you want to play, close up hand to hand, knife fighting with weapons, the mid range game, the long range game, or something else like EW? Long range in this campaign tends to IMO be tough to do, unless you are indeed doing something like TAG + Hawkeyes, and even that can be hard to maintain on some maps, due to them being smaller size and not a lot of cover.
Damien Cole
player, 136 posts
Storm
Wed 1 Jul 2015
at 17:01
  • msg #80

Re: OOC ~ 05/18/15

Thank you for the input.  I think from my own experience the LRM "fire and hide" method is not working for me. So I mightlook for something that can move faster and maybe mid-or close range.

Also, at the risk of sounding dumb, what is "EW"?

Besides the sound you make when a slug crawls over your skin.
Akarian Euclid
player, 720 posts
R3 - 1st Lt.
Wed 1 Jul 2015
at 17:03
  • msg #81

Re: OOC ~ 05/18/15

EW is short for Electronic Warfare.

Using Beagle Probes and Guardian Suites for scouting or jamming, etc. There was a lot of the ECM/Guardian stuff going on in the Academy mission with Penny and the Pegasus hover craft.
Kitten
GM, 6455 posts
Wed 1 Jul 2015
at 17:05
  • msg #82

Re: OOC ~ 05/18/15

As noted...

There is no single way to play this campaign.

The whitworth is certainly larger and lighter, but the jump jets help it along, and your willingness to work with the game plan in the form of providing Hawkeye support helps to endear you to your commander.

The real question you should be asking yourself, is, are you happy with your role in the campaign.  If youre comfortable with your role in the unit, i dont see a problem.  You Functioned perfectly on the last mission, you provided support, and when the call went out to step up and move in to absorb your share of punishment as the 'heavy' reserve, you didnt hesistate and you were rolling in to break the back of the Op Force.

4/6/4 is really the minimal movement profile players should consider.  Slower and you better be bringing something outstanding to the unit.

I would consider the 'average' speed for the campaign to be 5/8/5 or 8/12/0

The ability to reach +3 Def or +4 Def Modifier is usually pretty vital to making certain you arent sectioned out as a slow moving target and death by the BM.  The whitworth is slow... but it's got good armor, and weapons that function at all range.

If you want to play a Hatchetman, the campaign does allow for the use of melee weapons.

I would suggest the Valkyrie as platform.  It's quicker than the Hatchetman and will close easier.  The weight is perfect for weapons since, 30tons is the breaking point for the Hatchet and Sword installation.  Removal of the Valks LRM gives you 6 tons, 2 tons for the melee weapon and you have 4 tons left to tweak the Valkyrie, and 3 criticals in the CT.

Going CAT, Physical Combat, and Mech Specialist for options is a pretty uber combination.  You're closing to whack them with your weapon and using CAT as you close to do it... nothing wrong with that at all.

It's a build i've considered... but never had a chance to play... cause... well... so many builds... so few alts (you're limited to one alt)
Penny Plenty
player, 709 posts
R3 - 1st Lt.
Gumdrop
Wed 1 Jul 2015
at 17:06
  • msg #83

Re: OOC ~ 05/18/15

Akarian Euclid:
EW is short for Electronic Warfare.

Using Beagle Probes and Guardian Suites for scouting or jamming, etc. There was a lot of the ECM/Guardian stuff going on in the Academy mission with Penny and the Pegasus hover craft.



or... very little of it, with them canceling each other out...
Damien Cole
player, 137 posts
Storm
Wed 1 Jul 2015
at 17:17
  • msg #84

Re: OOC ~ 05/18/15

Ah, EW makes sense now. I knew it had to be something simple.

I am pleased with the way the last mission worked out, and my role in it.  I felt I was not contributiing as much, but that is more on my inexperience with the group I think. Seeing everyone rushing up and trying to close and I was falling behind made me feel I was not helping much.  But at the end I definately saw that change when I was able to move in and take some of the heat.

I do like the idea of working on modifying the Valkyrie.  I have not looked much into modifications in this game, so I am not sure how complicated it would be.  But I will look over and play with some of the archetypes and see if I find something I might want to switch into.
Kitten
GM, 6457 posts
Wed 1 Jul 2015
at 17:27
  • msg #85

Re: OOC ~ 05/18/15

Mech mod Thread...

link to a message in another game

not terrible.

The Valkyrie is the easiest mech to modify, you drop the LRM 10 and ammo.

That gives you 6 tons and 2 + 1 torso criticals to use, as well as the arm criticals for new equipment... subject to available parts.  At the start you can modify with standard tech without concern for availability, you start making availability rolls if you want advance tech stuff.

A big stick to whack someone in the head with, is pretty low tech, but also not common in the military either (if we were on solaris that's different), so you might need to make a modest roll for those.

Swords are easier to come by, because the skill challenged Omni locals, find them easier to use than the Hatchet.

On a Valkyrie the Hatchet does 6 damage with a -1 attack bonus, the sword does 4 damage with a -2 Attack Bonus.  Read up on physical weapons and the notes on how to use them here...
link to a message in another game

Physical weapons are based on Pilot Skill... not accuracy.  Bad for your ability to shoot stuff with weapons, good if you want to try and win initiative more.
Alaric Drusus
player, 98 posts
Veles
Wed 1 Jul 2015
at 18:25
  • msg #86

Re: OOC ~ 05/18/15

Hey Kitten! I do not see Alaric in your to-do list thread. Are we good, or should he be up there as well?
Kitten
GM, 6466 posts
Wed 1 Jul 2015
at 18:33
  • msg #87

Re: OOC ~ 05/18/15

Over sight was arranged by unit from last mission and forgot to add you
David Crain
player, 753 posts
R2 - Sergeant
Callsign: Avenger
Wed 1 Jul 2015
at 21:24
  • msg #88

Re: OOC ~ 05/18/15

Hey Kitten, I should have my ES installed at this point yes?  If not, it sounds like we have an opportunity now to have it installed.

Assuming I'm able to get my hands on that 0.5t BTC we salvaged (is anyone else from my mission interested in it?) that should still leave me 1.25t short of 35tons.
Kitten
GM, 6477 posts
Wed 1 Jul 2015
at 22:38
  • msg #89

Re: OOC ~ 05/18/15

Yes, you'll have time to have the tech crews at the academy do it for you.

(checks calendar... It's July.)

So i'll start working on this aggressively starting tommorrow.

The only light lancer that has returned is Roger, Still hopes for Pax, Dono, and Svend, but for now i'm listing them as MIA.

Two units.

The Ironswords and the Spectres

Pick one, or stay a floating Freelancer, which isnt necessarily bad if that's what you want.

(Sorta like being single, everyone nudges you to get married, but really theres nothing wrong with being single if that's what you want.)
David Crain
player, 754 posts
R2 - Sergeant
Callsign: Avenger
Wed 1 Jul 2015
at 23:08
  • msg #90

Re: OOC ~ 05/18/15

Good enough.  When you're ready I can fill in the last 1.25t

Of the two units, which one has the down & dirty, git 'er done mindset?  That's the one I would like to join.
Adam Carlyle
Player, 297 posts
O4 - Captain
Solid Slug
Wed 1 Jul 2015
at 23:24
  • msg #91

Re: OOC ~ 05/18/15

Ironswords.

We'll do the job till we're dead or you find someone better.

That's the motto from back when Zoe Hargrieve first made the unit, to when it was taken over by Lucius McMurphy, to when I took it over.  It's not that we can't finesse our way through things but more often than not we know shit goes to hell and a handbasket ;)
This message was last edited by the player at 23:24, Wed 01 July 2015.
David Crain
player, 755 posts
R2 - Sergeant
Callsign: Avenger
Wed 1 Jul 2015
at 23:29
  • msg #92

Re: OOC ~ 05/18/15

I'm pretty sure I've been in that unit before, under your command as well.  Regardless, I'm in.  Let's shoot stuff!
Adam Carlyle
Player, 298 posts
O4 - Captain
Solid Slug
Wed 1 Jul 2015
at 23:36
  • msg #93

Re: OOC ~ 05/18/15

I was XO in a Urbanmech a the time and technically it was called the Rat Pack under Zenha Grey's command. ;)
Kitten
GM, 6481 posts
Thu 2 Jul 2015
at 00:16
  • msg #94

Re: OOC ~ 05/18/15

and then... there was the divine wind known as the ferret pilot, and an ammo explosion later, you werent.
Adam Carlyle
Player, 299 posts
O4 - Captain
Solid Slug
Thu 2 Jul 2015
at 00:18
  • msg #95

Re: OOC ~ 05/18/15

A lucky Ferret hit, and the mech was gone, not I...well mostly as we know he had half his limbs replaced with artificial replacements but those are the costs of doing business as a mechwarrior :P
Roger Simms
player, 467 posts
Call sign: Viking
Srms
Thu 2 Jul 2015
at 00:38
  • msg #96

Re: OOC ~ 05/18/15

 I was in the Iron swords with my other mechs..Not sure if i would be useful back there again. No idea about the Specters unit but if not then i guess i would shift into the freelance pool?.
Adam Carlyle
Player, 300 posts
O4 - Captain
Solid Slug
Thu 2 Jul 2015
at 00:53
  • msg #97

Re: OOC ~ 05/18/15

As I mentioned in the meant to be humorous recruiting speech and poster...Ironswords are a melting pot and we can find use for just about anyone.  What are you in these days Roger?  Javelin or something else?



Currently the Ironswords have the following Mechs:

Adam Carlyle ~ Hatchetman, 45 tons, 4/6/4, 2 AC/6's, 2 Medium Lasers
David Crain ~ Jenner, 35 tons, 7/11/5, 4 Medium Lasers

---

Currently the Ironswords have the following Support:

Elite Tractor-Trailer, 50 ton transport that can haul away 38.5 tons of salvage
Regular Karnov, 15 ton transport that can haul away 9.5 tons of salvage
Regular Heavy Ferret, 7.5 ton transport that can haul away 4.25 tons of salvage

Akarian Euclid
player, 733 posts
R3 - 1st Lt.
Thu 2 Jul 2015
at 01:10
  • msg #98

Re: OOC ~ 05/18/15

Since it probably got buried in the other thread I'll throw it out here.

Spectres is a light weight force recon style unit, which focuses on rapid response, scouting, and quick strike missions.

Light mech fire power is complemented by carrying TAG for Hawkeye fire support provided by one or two missile heavy mechs, and conventional VTOLs. This enables the light units to effectively scout as well as spot for the units providing fire support. Which can in turn, then focus on indirect fire and avoid heavy return fire and line of sight issues.

Ideally EW support complements the unit, protecting and if need be countering enemy ECM.



Overall a more specialized unit, that requires a bit of cooperation and coordination between members when it comes to mech designs and other support aspects to function optimally.

Currently the Spectres consist of:

Akarian Euclid - Falcon 30 tons, 7/11/6, Light TAG, 3 Medium Lasers.
Joaquin Cortez - Spider 30 tons, 8/12/0, Light TAG, 4 Medium Lasers.


Conventional support and transports are still being confirmed.
This message was last edited by the player at 22:16, Thu 02 July 2015.
Roger Simms
player, 468 posts
Call sign: Viking
Srms
Thu 2 Jul 2015
at 02:30
  • msg #99

Re: OOC ~ 05/18/15

 Roger is piloting a Javelin 10N, slightly modified by removal of one bank of srm 6's, in trade for extra armor over the delicate parts of my mech.
Kitten
GM, 6505 posts
Thu 2 Jul 2015
at 17:55
  • msg #100

Re: OOC ~ 05/18/15

Just to keep everyone in the loop...

The next campaign Kitty tweak...:
This is something to work out down the road.

I couldnt say at the moment, it would require thought to play balance it.

I'm leaning towards equating them to established Specs, that cost about 15xp to purchase as a character.

Like Heirlooms it would be for that specific mech, and you would have to pilot it for like 3 missions or so to get the ins and outs of the mech to unlock it.

The Hatchetman would probably get some sort of physical combat bonus.

Something like In your face or Head Hunter seems appropriate.

Again... this is not now, this is just thought and conjecture.

I had similiar thoughts and conjecture about specs... which turned out nicely, but it's a pain to type out and get roll out.  Took me two missions to get the specs concept floated and i'm still not sure it's properly fleshed out.

Adam Carlyle
Player, 317 posts
O4 - Captain
Solid Slug
Thu 2 Jul 2015
at 19:33
  • msg #101

Re: OOC ~ 05/18/15

Javelin only really needs 2-2.5 tons of armour on top of it's base.  Looks like you added 2.5 tons of armour and CASE and aren't using 1 ton of your freed up tonnage.

You might want to look into acquiring SRM5's.  At 2 tons a piece a pair of them would free up 2 tons compared to the SRM6/Ammo you dropped being 4 tons.  If you can get 6 tons of Ferro Armour that will give you the same AV as 6.5 tons of standard.  That would let you have your CASE in one torso, load 1 ton of ammo without would be 20 shots and toss an SRM5 in each torso.  A little less ammo than you have now for your SRM6 but you'd have a second launcher meaning more damage output as well as redundancy in case one launcher gets damaged.

Just a long term thought for you Roger :)
Kitten
GM, 6506 posts
Thu 2 Jul 2015
at 19:46
  • msg #102

Re: OOC ~ 05/18/15

His issue might also be cash.
Adam Carlyle
Player, 318 posts
O4 - Captain
Solid Slug
Thu 2 Jul 2015
at 19:51
  • msg #103

Re: OOC ~ 05/18/15

I did say long term. :)

Sides you'd need multiple occasions to build it up.  Try for an SRM5 and Ferro this time around if he has the money.  Do the same thing next time around.  Both times see if anyone is getting rid of/selling any extra Ferro to top things off.  It's not a I want it now plan.
Kitten
GM, 6507 posts
Thu 2 Jul 2015
at 20:08
  • msg #104

Re: OOC ~ 05/18/15

Tentative 'Beta List', for Mech Perk List for common 20~30 ton mechs.

If your mech is listed among them, you may consider them for use immediately.

Will grandfather the length of time you've been using your current mech where appropriate.

link to a message in another game

Will add more as time allows, you may request specific mechs and i will try and do research on them for results.
This message was last edited by the GM at 20:08, Thu 02 July 2015.
Lucius McMurphy
Alt, 1866 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 2 Jul 2015
at 20:31
  • msg #105

Re: OOC ~ 05/18/15

Go Death From Above! :P

I'm sure that Adam would like to know about the Hatchetmen in the short and Hunchback in the long term.
Joaquin Cortez
player, 447 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 2 Jul 2015
at 20:42
  • msg #106

Re: OOC ~ 05/18/15

Those are nice perks. The flaw for Spider is one I've played many times before. Might as well just play like you know you aren't getting out when things get down & dirty. I would get the two perks myself.
Kitten
GM, 6509 posts
Thu 2 Jul 2015
at 20:54
  • msg #107

Re: OOC ~ 05/18/15

Joaquin Cortez:
Those are nice perks. The flaw for Spider is one I've played many times before. Might as well just play like you know you aren't getting out when things get down & dirty. I would get the two perks myself.


Still working out the cost/familiarity requirements.

I try to give each mech 3~4 perks/flaws is the thought.

Perks / Flaws are pretty settled for those mechs, the cost i'm tweaking abit, i want it to be affordable, but not a monty haul giveaway.
Teri Knight
player, 427 posts
Panther, P5, G5
Callsign: Catgirl
Fri 3 Jul 2015
at 02:43
  • msg #108

Re: OOC ~ 05/18/15

   I'm looking for suggestions.  Bad Kitty is going to be as tricked out as possible very soon.  I'm not looking to trade my heirloom Panther for something different.  Other than saving up for a new power plant, what should I do with my availability rolls and soon to be growing pile of C-Bills?
Kitten
GM, 6527 posts
Fri 3 Jul 2015
at 02:54
  • msg #109

Re: OOC ~ 05/18/15

Teri Knight:
   I'm looking for suggestions.  Bad Kitty is going to be as tricked out as possible very soon.  I'm not looking to trade my heirloom Panther for something different.  Other than saving up for a new power plant, what should I do with my availability rolls and soon to be growing pile of C-Bills?



Youve had bad kitty forever, i'm not sure how many missions, but you can probably pick up a perk or two at this point, if you want a suggestion where to throw your money at.
Adam Carlyle
Player, 331 posts
O4 - Captain
Solid Slug
Fri 3 Jul 2015
at 02:57
  • msg #110

Re: OOC ~ 05/18/15

You could also start banking Hoff Heat Sinks.  At 100k a piece they are more expensive that DS/HS and you need 2 of them so you can cycle them correctly but they are the closest you'll get to true DHS and arguably are better since they are only one critical spot.

But Kitten is right.  Picking up the Mech 'quirks' are useful.
Electra Eurymedon
Alt, 122 posts
R4 - Captain
Nike
Fri 3 Jul 2015
at 02:59
  • msg #111

Re: OOC ~ 05/18/15

Hoff Heat sinks... they would be incredibly expensive to put on a LAM...


~.~

100k cb x 1.75 = 175k cb = 1.2 = alot of loot.
Lucius McMurphy
Alt, 1867 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 3 Jul 2015
at 03:00
  • msg #112

Re: OOC ~ 05/18/15

But it would let you put ER Medium Lasers on the LAM and not worry about heat.
Electra Eurymedon
Alt, 123 posts
R4 - Captain
Nike
Fri 3 Jul 2015
at 03:03
  • msg #113

Re: OOC ~ 05/18/15

Lucius McMurphy:
But it would let you put ER Medium Lasers on the LAM and not worry about heat.



ER ML 160k cb x 1.75 = 280k x 1.2 = Even more loot.

Medium Lasers arent bad, the strafe damage on both are the same, and the heat curve is actually better.
Teri Knight
player, 428 posts
Panther, P5, G5
Callsign: Catgirl
Fri 3 Jul 2015
at 03:29
  • msg #114

Re: OOC ~ 05/18/15

I've been hanging around here since Mission 8.  I think the +1 to piloting in the city could be a very useful.  Fire support could also be a useful thing.  I've got enough missions under my belt to get both, once Bad Kitty is kitted out.
Kitten
GM, 6532 posts
Fri 3 Jul 2015
at 14:23
  • msg #115

Re: OOC ~ 05/18/15

Mech perks have been tweaked.

After some thought I thought it would be best to try and keep some play balance between them.

General rule at the moment is (2) Perks for the mech, (3) if they have a flaw.

We revise this slightly (again) later to add an additional perk to mechs that i judge to be unpopular, for various reasons, to tweak the balance again.
Kitten
GM, 6535 posts
Fri 3 Jul 2015
at 17:24
  • msg #116

Re: OOC ~ 05/18/15

Done mucking around with the Mech Perks chart for now.

If you REALLY want me to add something, or i missed your mech let me know and i'll try and add it.

Mostly pleased with it at the moment, cost seemed balanced for what you get out of it.  Like everything else, the larger the mech, the more expensive it is to do anything with it, and this is no exception.

Save me some time, and if youre doing perks, let me know how many familiarity points you think you have and if you have the cash you can pick up the mech perks now.  They'll become effective after i confirm money and time in mech are accurate.
Kitten
GM, 6537 posts
Fri 3 Jul 2015
at 19:00
  • msg #117

Re: OOC ~ 05/18/15

I... THINK i got stats up for all mechs that players are currently using, or may want to use, if this is not the case, let me know and i'll work on getting stats up.

exceptions, are the Ultra Lights and LAMs, which will require special research.
Akarian Euclid
player, 753 posts
R3 - 1st Lt.
Fri 3 Jul 2015
at 19:26
  • msg #118

Re: OOC ~ 05/18/15

Looking at perks, is buying heirloom as part of an archetype and the initiative bonuses gone now than with these perks?

Or is it those perks are in addition to the +1 and only available if heirloom was bought initially?
Kitten
GM, 6538 posts
Fri 3 Jul 2015
at 19:46
  • msg #119

Re: OOC ~ 05/18/15

Yeah, was about to announce that.

The current line of perks, was inspired by the Heirloom concept.  This being the case, it will replace the old Heirloom mech trait.  Instead of purchase Heirloom they'll get...

They may spend  10k cb to increase Mech Familiarity by (1), they may purchase this (10) times.

Character that are not using Archetypes (like Teri) may keep their Heirloom mech status.

Hopefully this doesnt mess up too much stuff.

>.<
Adam Carlyle
Player, 335 posts
O4 - Captain
Solid Slug
Fri 3 Jul 2015
at 20:04
  • msg #120

Re: OOC ~ 05/18/15

It's a pay it not or pay it later sort of thing with Heirloom.  You can buy it at the start for less at a glance when you use the archetype system and many have that option or you can play in it for a good time and buy it later but at a slight increase in cost.
Kitten
GM, 6540 posts
Fri 3 Jul 2015
at 20:10
  • msg #121

Re: OOC ~ 05/18/15

It was always a nagging bother, that the Heirloom was available at the start but could never be earned back no matter how long you piloted the mech afterwards.

The new perk system, it hit me this morning offered a chance to fix that.  10 missions seems like a darn long time, but there are characters around that have that many familiarity points...

Regina who's been around from the start has easily a dozen familiarity points.  While not easy, it's possible to earn Heirloom in a new mech.

Will need to review the Archetypes and decide if all of the archetypes should be allowed to purchase Familiarity to various degrees.

I'm thinking 3 will be 'average'.
Kitten
GM, 6560 posts
Sat 4 Jul 2015
at 13:52
  • msg #122

Re: OOC ~ 05/18/15

Tentative unit assignments.  If you hvae a problem with this, best speak up now before it's firmed up in stone.

Iron Swords
Adam
Hans
David
Teri
Roger

Spectres
Akarian
Joaquin
Damien
Alaric
Svend

Freelancers
Electra

Regina
Luc
Rymin

Reserve
Olaf
Pax
Donovan

Did i forget anyone?
Kitten
GM, 6567 posts
Sun 5 Jul 2015
at 03:00
  • msg #123

Re: OOC ~ 05/18/15

Trying something different, Akarian and Adam will be helping me with bookkeeping, character wise at least, leaves me free to resolve mission and campaign stuff.
Kitten
GM, 6578 posts
Mon 6 Jul 2015
at 16:50
  • msg #124

Re: OOC ~ 05/18/15

I think i'm going to cut out the use of infantry for repairs/salvage.

If i cut that out, i think the process gets significantly simplier.

For a campaign of this scope, it's just a level of detail i dont want to deal with anymore.


Anyone using infantry with astech/scavenger is going to have to pick new specialties for them, or sell them back for full cash refund.

The level of complexity they add to bookkeeping is just a serious thorn in my side on several levels.

I may have a simplified FLAT amount of armor they help repair and maybe even salvage but the specialized infantry is just a terrible pain to deal with.
This message was last edited by the GM at 16:50, Mon 06 July 2015.
Akarian Euclid
player, 781 posts
R4 - 1st Captain
Mon 6 Jul 2015
at 16:53
  • msg #125

Re: OOC ~ 05/18/15

If they are a big pain, cut them by all means is my suggestion. Else expect more, as I was already planning on buying them, and have been talking to WarDog about a ferret or two full of them as well.
Kitten
GM, 6581 posts
Mon 6 Jul 2015
at 17:04
  • msg #126

Re: OOC ~ 05/18/15

Variable levels is a pain

Tracking infantry, apply for repairs, applying for salvage, loaning them around...

really they're a little too flexible which creates too many pauses in the bookkeeping to work out.

A flat 4af repairs/salvage for each experience level is what i'm going to be looking at.

Useful off the mission but not overly complicated.

Infantry are suppose to be there to fight, but they're being used as auxillary support waaaaay too much.  In many ways more useful than techs, which isnt appropriate imo
Akarian Euclid
player, 784 posts
O3 - 1st Lt
Mon 6 Jul 2015
at 17:11
  • msg #127

Re: OOC ~ 05/18/15

Well when 4 option level scavengers can loot 3 tons of armor alone that's 30k right there, if not being used to help pull expensive components. So it's certainly tempting to use them for support as is.
Adam Carlyle
Player, 368 posts
O4 - Captain
Solid Slug
Mon 6 Jul 2015
at 17:15
  • msg #128

Re: OOC ~ 05/18/15

So I though of the infantry, when you took scavengers/astechs that you were really just buying more aux support units than pure combat squads.  They certainly are very expensive if you use them like that and in a number of missions wouldn't be able to use them at all when it comes to hit and run.
Kitten
GM, 6605 posts
Wed 8 Jul 2015
at 12:03
  • msg #129

Re: OOC ~ 05/18/15

Woke  up and decided the year is 3030 and that the campaign was due for a minor tech adjustment.


Beta Ferro Fib, will be available on a tn 7+

Beta Endo Steel will be available on a tn 10+




Beta+ Ferro Fib, will be available on a tn 9+

Beta+ Endo Steel will be available on a tn 12+

The new versions are not compatible with the older versions.  They require two less critical spaces.  The 18 Critical space are default allocated as {6 RT/6 LT ~ 3 RA/3 LA}
This message was last edited by the GM at 12:08, Wed 08 July 2015.
Akarian Euclid
player, 809 posts
O3 - 1st Lt
Wed 8 Jul 2015
at 12:06
  • msg #130

Re: OOC ~ 05/18/15

Alaric rolled a 10 yesterday evening for Endo during character creation, can he go ahead and pick it up if he wants to? Or is it just the way of the market at work?
This message was last edited by the player at 12:06, Wed 08 July 2015.
Kitten
GM, 6606 posts
Wed 8 Jul 2015
at 12:07
  • msg #131

Re: OOC ~ 05/18/15

If he wants he can have Beta Endo.

Roll was made yesterday and that's what was available yesterday.

Will let him take back the roll if he wants to try for the new Endo steel, but honestly, bird in hand.
Svend Nemerson
player, 90 posts
Backdraft
Wed 8 Jul 2015
at 12:08
  • msg #132

Re: OOC ~ 05/18/15

Speaking of, are the people who declined a mulligan due up for availability rolls?
Kitten
GM, 6607 posts
Wed 8 Jul 2015
at 12:11
  • msg #133

Re: OOC ~ 05/18/15

Everyone, those who did, and did not take mulligans get two new rolls for the finished contract.

Waiting on my lazy ass to tell you how much you've made before opening that can of worms.
Svend Nemerson
player, 91 posts
Backdraft
Wed 8 Jul 2015
at 12:14
  • msg #134

Re: OOC ~ 05/18/15

Copy, standing by for monies!
Akarian Euclid
player, 810 posts
O3 - 1st Lt
Wed 8 Jul 2015
at 12:15
  • msg #135

Re: OOC ~ 05/18/15

Thanks Kitten, will pass it along.
Teri Knight
player, 429 posts
Panther, P5, G5
Callsign: Catgirl
Wed 8 Jul 2015
at 12:20
  • msg #136

Re: OOC ~ 05/18/15

Paydays are a good thing.  I've got some modification expenses coming up.
Svend Nemerson
player, 92 posts
Backdraft
Wed 8 Jul 2015
at 12:25
  • msg #137

Re: OOC ~ 05/18/15

Paydays are awesome. I'm more looking forward to getting some xp so that I can get Alt Equipment. Having a Config B would be nice.
Kitten
GM, 6609 posts
Wed 8 Jul 2015
at 14:28
  • msg #138

Re: OOC ~ 05/18/15

twinked the equipment chart.

Added New and True, Ferro and Endo is not readily available.  Rolls for them will be allowed with Future Auctions, or with the use of Academy Prestige, earned from missions.




The Academy researchers have been looking at the Old Hoff Heat Sinks, which they use on their power loaders, and have been working on improving it.

Added New Hoff Heat Sinks and Omni Triple Strength Heat Sinks...




Added Small Cockpits, which is pretty much from the Max Tech book.

You replace the standard cockpit with this small one.  The Small one only weighs 2 ton, and removes the 2nd Life Support, which is made available for equipment.  The down side is, that the tight space is harder to operate in, and the mechwarrior is at a penalty of 1.

This is considered a 'downgrade', and counts (1) tons against the mechs Cap.
This message was last edited by the GM at 14:40, Wed 08 July 2015.
Kitten
GM, 6612 posts
Wed 8 Jul 2015
at 15:14
  • msg #139

Re: OOC ~ 05/18/15

Adding new concept to the campaign. (This is all research that turns up at the Academy)


Hot:
Hot Engines are lighter than their standard counter parts, cutting corner by reducing the weight of the engine with minimal engine shielding and using lighter, but bulkier components.

Pros:  Hot Engines are half the weight of Standard engines, with a maximum reduction of 5 tons.

Cons:   Add (1) engine critical to the right and left torso of mechs that use Hot Engines.
        Hot Engines start with one engine critical.  {ie.  Generating 5 points of extra heat is normal for them.}
       Add (1) engine critical to the right and left torso of mechs that use Hot Engines.

For Hot Engine
Base Value of Engine = {(100cb x Engine Rating x Mech Wight) x repair modifier



Think of Hot engines as the poor man's XL engine.

Presuming your standard engine weight 10 or more tons, you save 5 tons on the weight of the engine, at the expense of taking an engine hit, which makes the engine more fragile, and costs you 5 heat sinks.  It's also a little more vulnerable having Engine crits in the Right and Left torso.


Hot Engines are about 50% more expensive than standard engines, which isnt terrible when you consider that XL engines are 400% more expensive.

Mechs that use a lot of heat sinks... probably wont want a hot engine.

Mechs that run cool (Ballistics and Streaks), will probably give them a second look.
This message was last edited by the GM at 15:14, Wed 08 July 2015.
Kitten
GM, 6634 posts
Fri 10 Jul 2015
at 16:43
  • msg #140

Re: OOC ~ 05/18/15

Okay...

The way units are always in flux, the unit handicap concept is just a wash.

I'm making an effort to moving to a player handicap system instead.

Before...

a characters mission weight was determined by the mech they piloted, and nothing more.


Im moving toward adjusting this, based on how developed the character is (xp they have)

How much advance tech they have (the use of Endo Steel and DS/HS)

and the skill the player displays during a mission.


The weight of the mech multiplied by the handicap, plus an adjustment for conventional units, will determine the characters effective mission weight for future mission calculations.

As noted here...
link to a message in another game
Akarian Euclid
player, 819 posts
O3 - 1st Lt
Fri 10 Jul 2015
at 16:56
  • msg #141

Re: OOC ~ 05/18/15

Hmm so we're saying that saving 2 tons of weight via endo is worth 200% op force weight?

That seems a bit extreme.
Kitten
GM, 6635 posts
Fri 10 Jul 2015
at 16:58
  • msg #142

Re: OOC ~ 05/18/15

Akarian Euclid:
Hmm so we're saying that saving 2 tons of weight via endo is worth 200% op force weight?

That seems a bit extreme.



2 ton of weight from endo steel = +1 handicap

So in Akarian's case... if nothing else is looked at...

30 ton mech x 1.1 = 33 tons effective mech weight.
Akarian Euclid
player, 820 posts
O3 - 1st Lt
Fri 10 Jul 2015
at 17:00
  • msg #143

Re: OOC ~ 05/18/15

Kitten:
Akarian Euclid:
Hmm so we're saying that saving 2 tons of weight via endo is worth 200% op force weight?

That seems a bit extreme.



2 ton of weight from endo steel = +1 handicap

So in Akarian's case... if nothing else is looked at...

30 ton mech x 1.1 = 33 tons effective mech weight.


Oh well I think the chart is missing a decimal point than.

As starting handicap of 1.0 + 1.0 from endo is 2.0 not 1.1.

Endo is currently listed as 0.25 per .5 tons, not 0.025.

1.1 seems much more reasonable though.
Kitten
GM, 6636 posts
Fri 10 Jul 2015
at 17:06
  • msg #144

Re: OOC ~ 05/18/15

In the Extreme Case...

Regina...

She's a 683xp character, in a 30ton mech that uses Endo Steel, piloted by a skilled player.

So..

Base 1 + 0.29 + 0.30 + 0.2 = x 1.79 Handicap.

Her Valkyrie is 30 tons x 1.70 = 51 tons effective Mission weight.
Kitten
GM, 6637 posts
Fri 10 Jul 2015
at 17:07
  • msg #145

Re: OOC ~ 05/18/15

Akarian Euclid:
Kitten:
Akarian Euclid:
Hmm so we're saying that saving 2 tons of weight via endo is worth 200% op force weight?

That seems a bit extreme.



2 ton of weight from endo steel = +1 handicap

So in Akarian's case... if nothing else is looked at...

30 ton mech x 1.1 = 33 tons effective mech weight.


Oh well I think the chart is missing a decimal point than.

As starting handicap of 1.0 + 1.0 from endo is 2.0 not 1.1.

Endo is currently listed as 0.25 per .5 tons, not 0.025.

1.1 seems much more reasonable though.



Yeah, i just noticed i slipped a decimal.  The final numbers havent been firmed up yet, just presenting the concept for the moment.
Kitten
GM, 6638 posts
Fri 10 Jul 2015
at 17:07
  • msg #146

Re: OOC ~ 05/18/15

Akarian Euclid:
Kitten:
Akarian Euclid:
Hmm so we're saying that saving 2 tons of weight via endo is worth 200% op force weight?

That seems a bit extreme.



2 ton of weight from endo steel = +1 handicap

So in Akarian's case... if nothing else is looked at...

30 ton mech x 1.1 = 33 tons effective mech weight.


Oh well I think the chart is missing a decimal point than.

As starting handicap of 1.0 + 1.0 from endo is 2.0 not 1.1.

Endo is currently listed as 0.25 per .5 tons, not 0.025.

1.1 seems much more reasonable though.



Yeah, i just noticed i slipped a decimal.  The final numbers havent been firmed up yet, just presenting the concept for the moment.
Akarian Euclid
player, 821 posts
O3 - 1st Lt
Fri 10 Jul 2015
at 17:12
  • msg #147

Re: OOC ~ 05/18/15

Well I think the concept is sound, numbers will need tweaked likely as data comes in.

Though that doesn't sound to unreasonable in Regina's case.

One thing to note (fair/intentional or not) is that unit commanders will get hit harder with this, due to the XP from promotions.
Likewise EW characters and others that spend heavy into support skills, will cause over all more op force as well, despite not necessarily having increased damage output.
Kitten
GM, 6639 posts
Fri 10 Jul 2015
at 17:17
  • msg #148

Re: OOC ~ 05/18/15

You have more xp, you have more developed characters.  Doesnt matter if it's from a promotion or not, you still have the 25 xp to throw into things to make the character better at what he needs to do.


Average leadership these days seems to be around a 4, but i remember the dark days of command when leadership was like... a two.

While they dont benefit themselves directly they do improve the effectivness of the overall unit.  Just because they arent doing damage directly, reducing the TN for a whitworth to hit with LRMs at long range, or providing defensive def modifier on with EW, provides the unit with a notable benefit.

If this werent the case, why would anyone play them?
Akarian Euclid
player, 822 posts
O3 - 1st Lt
Fri 10 Jul 2015
at 17:30
  • msg #149

Re: OOC ~ 05/18/15

Fair enough, I think it will likely work out mostly okay any which way you cut it. As a base line system it won't ever be perfect in every situation, but the manual handicap adjustment can be used to fine tune things, if something is off to much.

It also nicely accounts for free lancers which the old unit handicaps really didn't handle.

Though of course there is still a huge difference between a well ran unit that works together, and a disorganized/weakly led one. Individual level handicaps are likely to just make the later unit even more doomed.
Kitten
GM, 6640 posts
Fri 10 Jul 2015
at 17:54
  • msg #150

Re: OOC ~ 05/18/15

Akarian Euclid:
Fair enough, I think it will likely work out mostly okay any which way you cut it. As a base line system it won't ever be perfect in every situation, but the manual handicap adjustment can be used to fine tune things, if something is off to much.

It also nicely accounts for free lancers which the old unit handicaps really didn't handle.

Though of course there is still a huge difference between a well ran unit that works together, and a disorganized/weakly led one. Individual level handicaps are likely to just make the later unit even more doomed.



That's actually accounted for in the player handicap.
Alaric Drusus
player, 99 posts
Veles
Sat 11 Jul 2015
at 23:34
  • msg #151

Re: OOC ~ 05/18/15

Hey Kitten!

In the Pussycats XO thread for Mission 16 (link to a message in this game), you listed 'half base xp for Alaric and Quinn.' I did not participate in that mission, I am guessing that means I should not be receiving exp from it, is that correct?
Kitten
GM, 6644 posts
Sun 12 Jul 2015
at 01:08
  • msg #152

Re: OOC ~ 05/18/15

Alaric Drusus:
Hey Kitten!

In the Pussycats XO thread for Mission 16 (link to a message in this game), you listed 'half base xp for Alaric and Quinn.' I did not participate in that mission, I am guessing that means I should not be receiving exp from it, is that correct?



Correct was working off a cellphone and mostly looking over completed objectives, i would have caught it come time to work out the contracts, no worries though thanks.
Kitten
GM, 6657 posts
Thu 16 Jul 2015
at 12:03
  • msg #153

Re: OOC ~ 05/18/15

Right.

So here's the deal, been mucking around with the campaign bookkeeping and i have to admit, it's pretty messy.

Long time players know that i usually give players a mulligan to redo their characters to correct mistakes of the past.

Well, after looking over the mess that is the bookkeeping for the campaign, i'm putting it on the table to ask for a campaign mulligan, to just reboot the campaign and start the bookkeeping over.  I have some idea's to streamline the bookkeeping but they're really hard to implement on the patchwork of bookkeeping that's about right now.

At this point it's really easier to scrap it over, start over.

Not asking this lightly to be certain.


Storyline will continue where it is now, i just need to work over the campaign before moving forward.

The main issue is the entire system of personal and unit upkeeping is just too detailed to maintain easily in it's existing format.  It probably does seem bad from your point of view, but from the top to do for over a dozen characters, it feels staggering.

The second issue, is the disparity of power between veteran players and new ones.  It really is huge.  While not as big a concern as the monolithic bookkeeping, it is something that has me concerned.

A 'modest' bonus of cb and xp will be allocated for veteran players, so that they are rewarded for long time attendance in the campaign, but they (myself included) will likely lose more than they gain.

No alts at this time.


The alternative, if theres a serious player uproar of denial to this proposal is to push forward and patch current characters and clear out current bookkeeping which will include hacking away and discarding huge parts of the current system to streamline it.  No complaints as that happens since the opportunity to start over fresh was declined by you already.
Teri Knight
player, 430 posts
Panther, P5, G5
Callsign: Catgirl
Thu 16 Jul 2015
at 12:17
  • msg #154

Re: OOC ~ 05/18/15

Well, they've been rebooting Spiderman, Batman, and Superman for years.  I could live with being considered in such company.
Kitten
GM, 6658 posts
Thu 16 Jul 2015
at 12:22
  • msg #155

Re: OOC ~ 05/18/15

At this point it's due for some serious overhauling, it's not going to be pretty either way, probably prettier (imho) to just burn it all down and start over.

Everyone is closer to a level field, and players can reorganize as they see fit.

Adam and Akarian will be unit leaders again, and people get a chance to reinvent themselves.

After two years, some of you might be looking for an excuse to let go.


Will give it a day or two, for discussion then will make a decision on which way were going based on player input.
This message was last edited by the GM at 12:41, Thu 16 July 2015.
Damien Cole
player, 138 posts
Storm
Thu 16 Jul 2015
at 12:50
  • msg #156

Re: OOC ~ 05/18/15

As a new-ish player to the game, I will go along with the majority decision.  I have enjoyed the game so far and would like to continue playing either way.  Since I do not have that much time invested(relative), it will not upset me to reset everything. But I can see how others would not like that idea.
Mikael Blomquist
player, 469 posts
Call sign: Viking
Srms
Thu 16 Jul 2015
at 13:31
  • msg #157

Re: OOC ~ 05/18/15

 I have no problem with streamlining the book keeping and game system if it helps make it easier for you. So if redoing the system makes it easier..i say go for it.
Alaric Drusus
player, 100 posts
Veles
Thu 16 Jul 2015
at 14:40
  • msg #158

Re: OOC ~ 05/18/15

I am also a newer player and this decision does not directly affect me as strongly as it does more veteran players. I do however support a move toward bookkeeping simplification as it strikes me that this will allow for more time on all sides to just enjoy the game. Moves that increase fun are good ones in my book. :)
Piotr Kaminski
player, 291 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Thu 16 Jul 2015
at 14:59
  • msg #159

Re: OOC ~ 05/18/15

In reply to Alaric Drusus (msg # 158):

Yeah, what he said.... MOAR FUN!
Kitten
GM, 6662 posts
Thu 16 Jul 2015
at 15:10
  • msg #160

Re: OOC ~ 05/18/15

Okay, I'm counting five player support, and elsewhere i've got Adam and Akarian's blessing on this.

So i can shed all the old bookkeeping as obsolete and start over.  Mulligan thread is up.  On player... one post.

Keep the old character... make a new one...

Doesnt matter to me.

Old unit formations will stand unless i'm told otherwise.

Units may be renamed... or not.  Old designationations are used, as a reference but may change.  At this time, i am aware of only two players who want to be merc commanders, so we will be on a two unit format.


Ironsword
Adam, David, Teri, Roger, Piotr


Spectre
Akarian, Damien, Joaquin, Svend, Alaric


Freelancers
Regina, Olaf

Familiarity points will depend on the mech you pick.  IF you take something like a locust, that's been around forever  you'll get full FP.  If you take something that's only been around for the last few years, like a Hatchetman or Wolfhound, the FP will be cut down.
Alaric Drusus
player, 101 posts
Veles
Thu 16 Jul 2015
at 15:22
  • msg #161

Re: OOC ~ 05/18/15

Since I have just completed the character mulligan discussed previously, can I simply keep that and call it done? Do I need to redo the availability rolls or are those good as they stand? Is it acceptable to assign the "up to 1 fp" to the Jenner I went with on the Mulligan?
Kitten
GM, 6667 posts
Thu 16 Jul 2015
at 15:24
  • msg #162

Re: OOC ~ 05/18/15

Alaric Drusus:
Since I have just completed the character mulligan discussed previously, can I simply keep that and call it done? Do I need to redo the availability rolls or are those good as they stand? Is it acceptable to assign the "up to 1 fp" to the Jenner I went with on the Mulligan?



Yes, you may keep your current character, it has minimal effect on you.

mostly you have one familiarity point with your character, and a few more xp and cb to start with.  Just update the character and post it in the campaign mulligan thread and it'll be fine.
Kitten
GM, 6668 posts
Thu 16 Jul 2015
at 15:26
  • msg #163

Re: OOC ~ 05/18/15

Roger just found 26 xp and 260k cb.

He can have 3 fp's for his wolfhound, but that's it.  It hasnt been around all that long, and 3 fp is generous for such a new mech.

He does not have to spend any of these, and he too can repost Mikael with the new additions and be considered done with the process.
Akarian Euclid
player, 848 posts
O3 - 1st Lt
Thu 16 Jul 2015
at 16:24
  • msg #164

Re: OOC ~ 05/18/15

Kitten any idea how we are handling conventional combat units going forward? Should we simply consider them off the table for now?

Looking at rebuilding again, and as always a ferret or two starts to look like it would be in the plan. Need to plan availability rolls and all.
Kitten
GM, 6672 posts
Thu 16 Jul 2015
at 16:37
  • msg #165

Re: OOC ~ 05/18/15

Characters allowed one conventional unit, for each point of rank that they have.  Not to exceed the characters mech weight.  Characters that are considered officers may select Conventional 'Unit support' units.  Each unit is allowed (2) Officers.  Everyone else is considered a normal Mechwarrior who promotes as a NCO.

Transports are going away.

Will allow characters without rank to purchase a single squad of infantry.

All conventional units will be consider 'regular' and will improve over time.


Holding off on rolling for conventionals, since i have to adjust the rolls and accomodate new rules for them.
Kitten
GM, 6674 posts
Thu 16 Jul 2015
at 16:55
  • msg #166

Re: OOC ~ 05/18/15

Akarian Euclid:
Need to plan availability rolls and all.


Base availbility {Round all fractions up}

Tracked  ~ Unit weight / 5    + 0
Wheel    ~ Unit weight / 4    + 2
Hover    ~ Unit weight / 2.5  + 3
VTOL     ~ Unit weight / 1.5  + 4

Conventional Unit Support  +2
Conventional EW            +2

ie
5 ton ferret
5 / 1.5 = 4 + 4 = Base tn 8+


12 ton warrior
12 / 1.5 = 8 + 4 =  Base tn 12+


adjusted as normal with character stuff like mental, rank and options.
This message was last edited by the GM at 16:56, Thu 16 July 2015.
Akarian Euclid
player, 850 posts
O3 - 1st Lt
Thu 16 Jul 2015
at 17:10
  • msg #167

Re: OOC ~ 05/18/15

Thanks Kitten,

Seems like tracked availability rolls got a lot easier. By that formula I could pick up a 30 ton LRM carrier (not that I would) on a 6 before character mods. Makes sense that tracked things would likely be the most common around though.
Kitten
GM, 6675 posts
Thu 16 Jul 2015
at 17:13
  • msg #168

Re: OOC ~ 05/18/15

In reply to Akarian Euclid (msg # 167):

Yes.

You could, but that would also eat up 30 tons of your allowed available conventional.

So... you need to balance that into the consideration too.
Akarian Euclid
player, 854 posts
O3 - 1st Lt
Thu 16 Jul 2015
at 18:24
  • msg #169

Re: OOC ~ 05/18/15

Heirloom mech perks, do they start at rank 1 or 0?
Can they be upgraded with xp or have specialities as any normal option can?
David Crain
player, 756 posts
R2 - Sergeant
Callsign: Avenger
Thu 16 Jul 2015
at 18:25
  • msg #170

Re: OOC ~ 05/18/15

It seems like most folks are in favour of a reboot so I'll throw my 'aye' in as well if that makes life easier for you Kitten.

Now to look over the templates to see if there's one I like or just keep David as-is...
Kitten
GM, 6681 posts
Thu 16 Jul 2015
at 18:30
  • msg #171

Re: OOC ~ 05/18/15

Akarian Euclid:
Heirloom mech perks, do they start at rank 1 or 0?
Can they be upgraded with xp or have specialities as any normal option can?



Heirloom perks are level one, and never go up.

YOu may use it as a basis to learn specialty, but if you lose the mech/perk, you lose the specialty till you can find a new mech to relearn the perk.





The new archetypes are pretty cool David.  You've been with me forever, and i know youre losing a lot so i appreciate it.  Look at this as an opportunity to try something different?
Akarian Euclid
player, 856 posts
O3 - 1st Lt
Thu 16 Jul 2015
at 19:12
  • msg #172

Re: OOC ~ 05/18/15

Is all infantry now "regular" level only as well for initial purchase?

For instance, if I want to purchase a Ferret scout TN8, and roll a 12, can I spend another 35k to buy a squad of elite infantry to go with the ferret, or am I only allowed to purchase regular infantry?
Kitten
GM, 6683 posts
Thu 16 Jul 2015
at 19:17
  • msg #173

Re: OOC ~ 05/18/15

In reply to Akarian Euclid (msg # 172):

Infantry is all regular, and prices for them need to be adjusted, as well as reworked.

Things like ast tech and scavenger arent going to be infantry skills anymore.
Kitten
GM, 6684 posts
Thu 16 Jul 2015
at 19:20
  • msg #174

Re: OOC ~ 05/18/15

Should be noted were in the middle of a contract bookkeeping, so players will get 2 availability rolls on top of the ones they get from archetype.


David, Teri, Penny, Akarian, Damien, and Joaquin.  Your new character may.

They may select anything with an availability roll of tn 10+ and purchase it as one of their contract availability rolls with out rolling (your academy bonus)

or...

You may try and roll for something harder, with a bonus of +4 to your die roll to reflect your academy bonus.
This message was last edited by the GM at 19:24, Thu 16 July 2015.
David Crain
player, 757 posts
R2 - Sergeant
Callsign: Avenger
Thu 16 Jul 2015
at 20:27
  • msg #175

Re: OOC ~ 05/18/15

This may be a good time to point out that each game has a wiki available to the GM which you might find more convenient than maintaining a separate game for the same purpose.  The advantage to the wiki is that you can link topics from individual pages for much easier reference instead of digging through umpteen different threads to find that one answer.

The url would be wiki.rpol.net/?id=56363 (which you can create and edit as you see fit).
Kitten
GM, 6689 posts
Thu 16 Jul 2015
at 21:41
  • msg #176

Re: OOC ~ 05/18/15

ugh.


not the first time someone's suggested i should look into making a wiki.

The last time was for my PF game.

I suppose i will consider it, though no promises.
Kitten
GM, 6691 posts
Thu 16 Jul 2015
at 21:55
  • msg #177

Re: OOC ~ 05/18/15

Akarian Euclid:
Heirloom mech perks, do they start at rank 1 or 0?
Can they be upgraded with xp or have specialities as any normal option can?



wow.  you can do some cool things with the ruling i made on it this morning.

To re-iterate.  It counts as level one, for an option you do not already have.  You may invest xp to pick up a specialty in this option, but it will only be usable in heirloom mechs.  If the mech is lost or changed, you need to work on heirloom status all over again to get the spec back.
This message was last edited by the GM at 21:55, Thu 16 July 2015.
David Crain
player, 758 posts
R2 - Sergeant
Callsign: Avenger
Thu 16 Jul 2015
at 21:57
  • msg #178

Re: OOC ~ 05/18/15

I've got a wiki setup for a game I'm running and I'm willing to help run you through it and answer any questions to the best of my ability.  I can provide a link via PM if you're interested.

They really are handy.
Akarian Euclid
player, 860 posts
O3 - 1st Lt
Thu 16 Jul 2015
at 22:22
  • msg #179

Re: OOC ~ 05/18/15

Larger dice count as -1/-2 for purposes of mech fu correct?

Aka attacking someone with Physical 6 2d8 if you only have a physical of 5 results in a +1 TN to hit them in physical combat? (+1 for each point they're below 5)
Kitten
GM, 6692 posts
Thu 16 Jul 2015
at 22:27
  • msg #180

Re: OOC ~ 05/18/15

Akarian Euclid:
Larger dice count as -1/-2 for purposes of mech fu correct?

Aka attacking someone with Physical 6 2d8 if you only have a physical of 5 results in a +1 TN to hit them in physical combat? (+1 for each point they're below 5)



Actually a good question, i suppose we're enjoying the larger dice thing and going with it, at least as far as Energy, Missile, and Ballistics is concerned.  Mostly to account for the presence of extreme range.

Even willing to presume CAT will allow weapons with a range of 3 or less to fire at range 4, and count it as extreme.

Do we want to keep it for everything else?  Pilot checks and physical combat?
Akarian Euclid
player, 861 posts
O3 - 1st Lt
Thu 16 Jul 2015
at 22:33
  • msg #181

Re: OOC ~ 05/18/15

Yeah its an important question since mech specialist would allow applying a 2d7 or 2d8 to initiative, pilot checks, and thus also physical combat.

I'm okay with keeping it, it only changes the % curve a bit in general, with the bigger dice of course allowing you to pull off a better chance at high TNs or impossible TNs. Like a character jump jetting down next to a +5 moving VTOL and attempting to punch it out of the sky. Normally that would be 13+ and impossible. (Assuming standard 5 physical)
Kitten
GM, 6693 posts
Thu 16 Jul 2015
at 22:57
  • msg #182

Re: OOC ~ 05/18/15

I'm tentatively allowing it for now, though reserve the right to change it, if it becomes a problem later on.

I need to look at phsyical combat harder and make sure the dice size arent messing it up.
Kitten
GM, 6697 posts
Thu 16 Jul 2015
at 23:58
  • msg #183

Re: OOC ~ 05/18/15

Reminder...

AC/2s are considered standard tech, and do not require a roll for modifications.

For modification purposes...
At this time, you automatically make availability rolls to get CASE.  (Safety first for all you ammo using sorts)
Kitten
GM, 6716 posts
Fri 17 Jul 2015
at 03:01
  • msg #184

Re: OOC ~ 05/18/15

Most unit assets... gone.

Only unit asset that i'm tracking is prestige points, which are used to buy unit level functions.


Personal over head... also gone.


Players will have 12 tons of space to put all their material possessions in.

No single piece of equipment will weight more than 2 tons.

A spare mech is considered (4) tons for storage purposes.

Armor, internals, weapons, equipment, they all fall under the 12 ton limit of stuff.




Units are allowed (2) officers, the CO and XO, who are the lance commanders.

These characters are alloted an extra (2) tons of inventory for each rank they have.

Freelancers are considered unit commanders of... themselves, and will get 1 ton of inventory for each rank they have.




Non-Infantry Conventional Units skill levels... Gunnery 4 and Drive 5.
Makes it easy for the BM to calculate numbers.

Green Units ~ Standard Conventional units ~ No Specialties.

Regular Units ~ Standard Conventional units ~ (1) Specialty

Veteran Units ~ Command variant Conventionals units ~ (1) Specialty

Elite Units   ~ Command variant Conventionals units ~ (2) Specialty

How the units specialty is determined is still a work in progress.




Salvage

Characters have a Salvage Rating equal to their Mental rating + X-tech + Tinker.
A squad of infantry will add one to the characters Salvage rating.

One Salvage point = 10k cb of equipment recovered off the battlefield.
One Salvage point = 16af of field repairs.

So a character with a Mental rating of 2, X-Tech 1 and a squad of infantry is worth 4 salvage points

They can recover 32af of armor from the field, and use it for repair on their mech... If they took no damage they can just salvage a Medium Laser... if they took a lot of damage, they wont bother with salvage and will draw armor from their personal inventory to repair 64af of armor damage.

Quicker... and more individual oriented, though players in the same unit can pool their resources to salvage larger things like a Guardian Suite on the field that someone might want, but cant salvage by themselves.


Unit resources can also be spent on salvage operations doubling the pay out value for disabling a mech.  Mech is also automatically available to anyone that ones to buy it for an up/down grade... or for the really rich for a spare mech.
Kitten
GM, 6738 posts
Fri 17 Jul 2015
at 14:29
  • msg #185

Re: OOC ~ 05/18/15

Handicaps take into account Character development (xp used), mech development, and player skill.

The first two are hard math calculations.


the last is subjective, based on what i've seen in the campaign.  Take it all with a grain of salt, a high handicap means i think you do well, and you weigh more heavily on missions.  If you're new, it means i havent seen you play enough and you'll be around +.000.  A low or negative handicap means i think you struggle and you will weigh less heavily on missions.  Starting handicaps will range from -.2 to +.2 .

During the course of the campaign it will go up or down, based on what happens on the missions.

+.200 Adam
+.100 David
+.100 Piotr
+.000 Teri
-.100 Roger

+.200 Akarian
+.100 Joaquin
+.000 Alric
+.000 Damien
+.000 Svend

+.200 Regina





To refresh your memory...

Handicap is used to determine you effective mission weight for mission Op Force calculations.


ie Himiko is in a 20 ton locust and has a handicap of x1.305 = 26.1 tons, fractions all round up so she's valued at 27 tons for missions.

Conventional units will be added to the handicap, which have a flat value.  (to be determined later)
Kitten
GM, 6740 posts
Fri 17 Jul 2015
at 14:37
  • msg #186

Re: OOC ~ 05/18/15

* * * ATTENTION * * *


yeah... i know this process can be drawn out, and take forever as you discuss and work out the numbers again... and again... and again...


Thats fine.

So i'm going to put out a little incentive for players to wrap up and get their paper work in sooner, rather than later.


I'm going to be going through characters, and as i do, I'm going to be waving my magic fairy god mother wand around here and there.  If i'm good with your character sheet and i've marked it completed, based on how long you've been in the campaign, and what i see on the character sheet, i will offer you stuff to buy.

The sooner you get your stuff in, the better your odds are of getting the chance to buy something cool.  The longer you wait, the more likely youre going to end up with a rock.  Character in after the 20th will get no bonus... but will have had the advantage of 4 full days to uber tweak their characters.
This message was last edited by the GM at 14:38, Fri 17 July 2015.
Kitten
GM, 6751 posts
Fri 17 Jul 2015
at 16:47
  • msg #187

Re: OOC ~ 05/18/15

To save yourself grief...

players should make the purchases from availability, but not make mods to their mechs till after i post any bonus material they might want to buy (which may be included in mech mods)
Alaric Drusus
player, 107 posts
Veles
Fri 17 Jul 2015
at 17:32
  • msg #188

Re: OOC ~ 05/18/15

Hey Kitten!

Thank you for taking a look at the revised Alaric already! :)  It looks like the character options section of the sheet still show his old options (hazard checks/tactics/damage magnet/Edge 1) instead of the ones I switched him to with the character mulligan (Heavy Mech Specialist/Energy Weapons/Edge 0). Additionally, the inventory lists Endo Steel and I believe the purchase was for Beta Endo Steel, does that need to be adjusted?
Kitten
GM, 6759 posts
Fri 17 Jul 2015
at 18:33
  • msg #189

Re: OOC ~ 05/18/15

Alaric Drusus:
Hey Kitten!

Thank you for taking a look at the revised Alaric already! :)  It looks like the character options section of the sheet still show his old options (hazard checks/tactics/damage magnet/Edge 1) instead of the ones I switched him to with the character mulligan (Heavy Mech Specialist/Energy Weapons/Edge 0). Additionally, the inventory lists Endo Steel and I believe the purchase was for Beta Endo Steel, does that need to be adjusted?



Options, fixed

'Endo' with out notation is pretty much understood (by me at least) to be Beta.  The easiest to get.  The newer versions are available though because of the harder availability rolls (really beta is pretty hard as is) no one is attempting them.
Alaric Drusus
player, 108 posts
Veles
Fri 17 Jul 2015
at 18:51
  • msg #190

Re: OOC ~ 05/18/15

Awesome, thank you! :)
Kitten
GM, 6776 posts
Fri 17 Jul 2015
at 21:07
  • msg #191

Re: OOC ~ 05/18/15

Kitten:
* * * ATTENTION * * *


yeah... i know this process can be drawn out, and take forever as you discuss and work out the numbers again... and again... and again...


Thats fine.

So i'm going to put out a little incentive for players to wrap up and get their paper work in sooner, rather than later.


I'm going to be going through characters, and as i do, I'm going to be waving my magic fairy god mother wand around here and there.  If i'm good with your character sheet and i've marked it completed, based on how long you've been in the campaign, and what i see on the character sheet, i will offer you stuff to buy.

The sooner you get your stuff in, the better your odds are of getting the chance to buy something cool.  The longer you wait, the more likely youre going to end up with a rock.  Character in after the 20th will get no bonus... but will have had the advantage of 4 full days to uber tweak their characters.



(Keep in mind this is subject to my time to actually sit down and work through the character sheets.  I work top down... and will aspire to do...around four or five or so a day.)
Kitten
GM, 6800 posts
Sat 18 Jul 2015
at 10:49
  • msg #192

Re: OOC ~ 05/18/15

I've been put on... by David... to make an attempt to create a wiki for the game.


I suppose after all this time, it's due.

VERY little done with it, so far ive only created a Table of contents, the intro and archetypes...

Very very very very useless at the moment, will try and change that over time.


Link is, http://wiki.rpol.net/?id=56363

When it's actually worth a darn, I'll put it out in the reference section.
Kitten
GM, 6823 posts
Sat 18 Jul 2015
at 14:35
  • msg #193

Re: OOC ~ 05/18/15

New Ballistic Spec...


Hail of Bullets ~ cost 15xp
Machine Guns may be used to spray an area defensively with bullets, acting as AMS to knock down missiles.
10d6 Ammo used and 3 Heat generated




Wall of Lead ~ cost 35xp
Machine Guns may be used to spray an area defensively with bullets, acting as AMS to knock down missiles aimed at a target within 30 meters.
10d6 Ammo used and 3 Heat generated


New Tactics Spec...

The lonely road ~ cost 15xp
+1 bonus to character's tactics when they are not part of a Lance




I work alone ~ cost 35xp
+1 bonus to character's tactics when they are not part of a Lance
This message was last edited by the GM at 14:36, Sat 18 July 2015.
Kitten
GM, 6832 posts
Sat 18 Jul 2015
at 15:58
  • msg #194

Re: OOC ~ 05/18/15

As discussed by the battlemasters and unit commanders, Only half the mental rating (rounded down) will be used for calculating leadership.  This means that initiative, will get notably harder for missions and no longer be quite the cake walk youre use to.
Kitten
GM, 6842 posts
Sat 18 Jul 2015
at 22:54
  • msg #195

Re: OOC ~ 05/18/15

The beta use of options to increase dice modifier, is being concluded as i make a final decision.

I've decided to use the larger dice modifier from options only for weapon attacks.  Weapon attacks have a limited number of character adjustments and the use of natural tn 13+ for extreme range makes use of the larger dice.


For other skills it gets really mucky using it for pilot checks and other things.  I'm not going to go through the particular incidents that i'm concerned, suffice to say they're there, and serious enough for me to make the call at this time to discard them for non accuracy options.
Kimiko Takeda
Player, 125 posts
R0 - Mechwarrior
Scarlet
Sun 19 Jul 2015
at 19:49
  • msg #196

Re: OOC ~ 05/18/15

{Stroke's locust's foot affectionately}

I've always loved this mech.

My only regret about piloting the locust, is the total lack of torso space for equipment.

2 CT and 1 RT critical is all i'm every going to have for equipment on it.
Kitten
GM, 6864 posts
Sun 19 Jul 2015
at 22:42
  • msg #197

Re: OOC ~ 05/18/15

Was asked if you could take a mech spec twice.

I said no.  It would be like taking ballistic twice which is pretty breaking.


I was also asked was there a way to take more specs.

I said no.  Specs may not exceed options....


So heres what I was thinking...

For purposes of spec you can take repeat options.  In the case of mech spec you would have to spec in the same much.  The option bonus would cap at two but you could take more specs by developing them both and get a plus two benefit much earlier.


Ie you could take mech spec light twice develop both to two.  Only get a plus two bonus for pilot but be allowed to take four specs from light much spec.  Allowing you to take both shoot on the fly and run and gun.

Maybe... if you max both options... I would bump the bonus to three....

Just thinking out loud.  Thoughts...
Akarian Euclid
player, 925 posts
O3 - 1st Lt
Knight
Mon 20 Jul 2015
at 00:57
  • msg #198

Re: OOC ~ 05/18/15

It's seems super expensive (your now losing an option plus 75xp on top of it, to get 2 more specs), but seems like it might work okay.
The trade off of being able to grab 2 specs and 2 options level bonuses for only 50 XP initially invested vs a full 75 is an interesting one.

Although it does make use of one of those "exception" type rules which always makes things a bit more clunky and feel off. E.G 4 levels of ballistic options essentially bought, but only 2 levels count for bonuses. As a designer I never like those types of exceptions as it usually means you're doing something the system wasn't designed to do, and are writing a one off vs redesigning the core system.
This message was last edited by the player at 00:57, Mon 20 July 2015.
Kitten
GM, 6868 posts
Mon 20 Jul 2015
at 03:21
  • msg #199

Re: OOC ~ 05/18/15

Balancing it in my head.

Let's say...

We leave normal single option progression the way it is, and it's considered 'normal'.


Let's say we have something we call a 'specialized' option.  Not only are you good with an option, youre pretty darn godlike.

Option bonus would work as...

1st 25 xp ~> +1 Bonus +1 Spec
2nd 50 xp ~> +2 Bonus +1 Spec
3rd 75 xp ~> +3 Bonus +2 Spec

So after 150xp put into the option you'd have a +3 bonus, and 4 specs in it....

It is a double sized option though, meaning youre giving something else up.

Overall, it's costing you a bonus to something, but youre getting the same number of specs, they're just all concentrated in one particular option.


So for 150xp, i could be +3 Ballistics...
Have Cluth and Deadly shot, as well as fully developed fire discipline and sure shot... for another 100xp.

Sure... that's 250xp and 2 options gone, but look at what youre getting.
Lina Todd
Player, 547 posts
R0 - Private
Callsign: Iron Maiden
Mon 20 Jul 2015
at 03:37
  • msg #200

Re: OOC ~ 05/18/15

Yeah 2d9 for dice to roll for Ballistics.
Fire Discipline, Sure Shot, Stand and Deliver, Sniper
David Crain
player, 772 posts
R2 - Sergeant
Callsign: Avenger
Mon 20 Jul 2015
at 05:28
  • msg #201

Re: OOC ~ 05/18/15

That sounds really interesting actually.  Let's say 100xp for piloting 5 then 150xp for triple assault mech specialist, meaning my init and physical attacks are at base 2(!)

I would have to go with pulse lasers so I don't completely tank my shooting phase.
Kitten
GM, 6871 posts
Mon 20 Jul 2015
at 11:52
  • msg #202

Re: OOC ~ 05/18/15

That would use up 250 of your 350xp...

with the remaining xp, you could pick up 50xp accuracy for a base of 6

and invest the last 50 xp into pick up ... shoot on the fly or run and gun, both sort of help you, for a hatchetman, shoot on the fly is better... youre never going to move fast enough for run and gun.
Kitten
GM, 6874 posts
Mon 20 Jul 2015
at 13:17
  • msg #203

Re: OOC ~ 05/18/15

I think... i shall go with this double option concept as a Beta test, to see how it works out.
Teri Knight
player, 436 posts
Jenner, P5, G4
Callsign: Kate
Mon 20 Jul 2015
at 15:02
  • msg #204

Re: OOC ~ 05/18/15

My call sign is not Catgirl.  With the reset, it is now Kate.
Kitten
GM, 6880 posts
Mon 20 Jul 2015
at 15:03
  • msg #205

Re: OOC ~ 05/18/15

Noted, wasnt noted in mulligan so wasnt updated.
Teri Knight
player, 437 posts
Jenner, P5, G4
Callsign: Kate
Mon 20 Jul 2015
at 15:04
  • msg #206

Re: OOC ~ 05/18/15

In reply to Kitten (msg # 205):

I didn't think of it in time, sorry.
Kitten
GM, 6881 posts
Mon 20 Jul 2015
at 15:04
  • msg #207

Re: OOC ~ 05/18/15

no worries, a minor update, already done.
David Crain
player, 773 posts
R2 - Sergeant
Callsign: Avenger
Mon 20 Jul 2015
at 18:50
  • msg #208

Re: OOC ~ 05/18/15

Working with Lina to get my character finalized and approved.

The Hatchetman is an experiment, really.  I'm curious to see how it works but if it looks like I'm going to be a liability then I'll swap out to my backup plan: sniper blackjack
Kitten
GM, 6895 posts
Mon 20 Jul 2015
at 19:07
  • msg #209

Re: OOC ~ 05/18/15

No matter to me. I dont mind waiting.


Waiting for Joaquin and Damien too.
David Crain
player, 774 posts
R2 - Sergeant
Callsign: Avenger
Mon 20 Jul 2015
at 19:39
  • msg #210

Re: OOC ~ 05/18/15

Should be good to go Kitten
Alaric Drusus
player, 110 posts
Veles
Wed 22 Jul 2015
at 17:07
  • msg #211

Re: OOC ~ 05/18/15

I've been trying to follow the discussion, but it's not clear to me (likely a consequence of still being new, or of moving over the last two weeks). What is the current mechanical effect of x Mech Specialist? Is it +1 to piloting rolls per level, instead of the die size increase?
Akarian Euclid
player, 943 posts
O3 - 1st Lt
Knight
Wed 22 Jul 2015
at 17:09
  • msg #212

Re: OOC ~ 05/18/15

That's correct Alaric, straight +2 (or rather -2 from your pilot, so 6 is now 4) now vs 2d8 at level 2.
This message was last edited by the player at 17:10, Wed 22 July 2015.
Kitten
GM, 6913 posts
Wed 22 Jul 2015
at 18:04
  • msg #213

Re: OOC ~ 05/18/15

Pilot skill isnt like accuracy.

Accuracy, the options cross each other a lot less often.


For piloting the adjustments overlap...


So someone with mech specialist could get plus 2, that same someone with physical combat could get another +2 for physical attacks, this same someone could get +2 for hazard checks.

They're now rolling use 2d10 to land a death from above and 2d12 to avoid falling from a death from above.

The dice get really strange an wacko, worst, is trying to fit it all on a mech sheet in an easy to read format.  Physical combat is mucky enough is it is.  It doesnt need the convert to levels to figure out a basic punch to the face.

The above would be 4 levels of attack bonus, and 6 level of physical defense....  NOt too terrible sitting here looking at it, but to force a BM that's not familiar with the stats to do it, seemed unnecessary cruelty to BMs.

Easier to just leave it as a flat bonus number and adjust by tactics, physical attacks, etc as needed.
Akarian Euclid
player, 945 posts
O3 - 1st Lt
Knight
Wed 22 Jul 2015
at 18:12
  • msg #214

Re: OOC ~ 05/18/15

Wait are you saying these are + added to dice rolls and not modifiers to actual base ability?

Cause that impacts the whole physical vs physical combat + thing that goes on. EG attacking someone with pilot 6 when you are 5 is +1 to hit, or vice versa.
Kitten
GM, 6915 posts
Wed 22 Jul 2015
at 18:14
  • msg #215

Re: OOC ~ 05/18/15

Akarian Euclid:
Wait are you saying these are + added to dice rolls and not modifiers to actual base ability?

Cause that impacts the whole physical vs physical combat + thing that goes on. EG attacking someone with pilot 6 when you are 5 is +1 to hit, or vice versa.



They are modifiers.  You'll note anyone with mech specialty has had their TN reduced by one, and it's not even noted that they have mech specialty on their mech sheets.
Akarian Euclid
player, 946 posts
O3 - 1st Lt
Knight
Wed 22 Jul 2015
at 18:17
  • msg #216

Re: OOC ~ 05/18/15

Okay, great that's what I thought, on same page than.
Joaquin Cortez
player, 452 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 22 Jul 2015
at 22:49
  • msg #217

Re: OOC ~ 05/18/15

FINALLY Back from the Anniversary weekend. Mom and Dad sprung a surprise on me and showed up at my door at 6am Wednesday morning (they were suppose to be here Wednesday evening). Needless to say it threw my planning all out of wack. Was good to see them and get away.
On a side note, shoulder surgery is scheduled for the 29th. Shouldn't slow me down too much I'm hoping. Being regulated to my recliner is going to leave me pretty board, so I figure I'll have my tablet to keep me occupied.
Plan to catch up shortly. Know I'm behind the curve on the new makeover and all that.
This message was last edited by the player at 00:08, Thu 23 July 2015.
Kitten
GM, 6921 posts
Wed 22 Jul 2015
at 23:05
  • msg #218

Re: OOC ~ 05/18/15

Akarian is going medical on us soom and i have a camping trip with the family coming up and will be out for a long weekend.

Just trying to get us all sorted out before then.
This message was last edited by the GM at 23:05, Wed 22 July 2015.
David Crain
player, 777 posts
R2 - Sergeant
Callsign: Avenger
Sat 25 Jul 2015
at 09:33
  • msg #219

Re: OOC ~ 05/18/15

Just in case you somehow missed it...

http://bg.battletech.com/news/...tiatedthree-two-one/
Olaf Oleeson
player, 283 posts
NC-R1 Corporal
Callsign Berserker
Wed 29 Jul 2015
at 04:48
  • msg #220

Re: OOC ~ 05/18/15

Hi everyone.  I'm back with lots of catching up to do it seems.
Kitten
GM, 6957 posts
Wed 29 Jul 2015
at 11:10
  • msg #221

Re: OOC ~ 05/18/15

(Hands Olaf his campaign mulligan and tells him to make a new character)

sowwy.
Olaf Oleeson
player, 284 posts
NC-R1 Corporal
Callsign Berserker
Fri 31 Jul 2015
at 02:05
  • msg #222

Re: OOC ~ 05/18/15

Woah, what happened?

*sharpens pencil and gets to work*
This message was last edited by the player at 02:08, Fri 31 July 2015.
Akarian Euclid
player, 982 posts
O3 - 1st Lt
Knight
Fri 31 Jul 2015
at 18:38
  • msg #223

Re: OOC ~ 05/18/15

Woooo

http://battletechgame.com/

Almost makes me willing to go into a office everyday again, but no.
Mattias Hudson
player, 129 posts
Quixotic
Sun 2 Aug 2015
at 18:04
  • msg #224

Re: OOC ~ 05/18/15

Hello everyone.

My physiotherapy is over and I have mostly recovered from the car accident I was in last fall.  I am hoping to come back and play again, although I may have to review how much time I have, what role I would be able to play, and get back to know my character again.

I hope everyone has had fun here and not stressed Kitten too much like I was doing,

- John aka Mattias Hudson
Kitten
GM, 6960 posts
Mon 3 Aug 2015
at 20:52
  • msg #225

Re: OOC ~ 05/18/15

gives Matt a hug.

Always great to racquaint with old players.

Did a cocamalign reboot.  Out of pocket and typing on phone.

Will give you and Olav your bonus start xp and cb when I get home.

Till then figure out a charaster start.

Archetypes, specs,mech familiarity to name a few of the notable new things that hopefully justify a much needed reboot.
Lina Todd
Player, 588 posts
R0 - Private
Callsign: Iron Maiden
Mon 3 Aug 2015
at 20:56
  • msg #226

Re: OOC ~ 05/18/15

And if either of you need a hand let me know and I'll help.

As an aside Kitten you totally sound drunk on your phone.
Kitten
GM, 6964 posts
Tue 4 Aug 2015
at 18:45
  • msg #227

Re: OOC ~ 05/18/15

not use to typing on the phone.

a novelty.

waiting for baby to come home and get settled then will give the campaign a through look over to see what needs to be done.
Svend Nemerson
player, 120 posts
Minuteman
Wed 5 Aug 2015
at 00:59
  • msg #228

Re: OOC ~ 05/18/15

Hey Kitten, quick clarification question.

How is sure shot going to work with Ultra weapons?
Kitten
GM, 6965 posts
Wed 5 Aug 2015
at 02:11
  • msg #229

Re: OOC ~ 05/18/15

Misses will still miss.

Natural rolls that trigger jams and ammo explosion will still happen.

These are mechanical defects from firing too fast that have nothing to do with aiming accurately.

If youre going to stop the jams and explosions have an edge in your pocket if youre firing quick and loose.
Lina Todd
Player, 597 posts
R2 ~ 2nd Lt.
Callsign: Iron Maiden
Wed 5 Aug 2015
at 02:18
  • msg #230

Re: OOC ~ 05/18/15

I think he's more wondering that with Ultra you roll on the SRM2 missile hit chart and on a 8+ you'll hit with two shots instead of 1.  So the question is if you roll less than that will Sure Shot stop the extra round from firing and causing heat.
Svend Nemerson
player, 121 posts
Minuteman
Wed 5 Aug 2015
at 02:21
  • msg #231

Re: OOC ~ 05/18/15

Yes to both aspects of the question.
Kitten
GM, 6967 posts
Wed 5 Aug 2015
at 09:55
  • msg #232

Re: OOC ~ 05/18/15

(ponders)

will have to think about that one.

Currently (before coffee) i think you roll number of hits, and if it misses, you generate no heat for the miss, but it still misses, they're not steak all of a sudden and all hit.
Kitten
GM, 6968 posts
Wed 5 Aug 2015
at 14:50
  • msg #233

Re: OOC ~ 05/18/15

Right....

It's been 15 months since i closed my last Pathfinder Campaign on RPOL.


I had a good premise for a new campaign last night, and in the midst of ... slowly ... putting it together.  I have not opened the campaign to a cattle call yet, since i am still currently working out the particulars.

Have a look... and if youre interested... drop me a RTJ.

If not, i'm not offended.


link to another game
Mattias Hudson
player, 130 posts
Quixotic
Wed 5 Aug 2015
at 21:04
  • msg #234

Re: OOC ~ 05/18/15

I am having an issue finding subcategories of experience options such as "Tactical Hunch" or "Giving Orders."  I have gone through the threads in both Mercenaries and Bookkeeping as well as Kittentech.  Can someone direct me to the thread or wiki entry?
Kitten
GM, 6971 posts
Wed 5 Aug 2015
at 22:43
  • msg #235

Re: OOC ~ 05/18/15

(hugs)


sorry sorry...


In the midst of re organizing...

The link is at the top of the reference thread but for a quick note...


This is the root of the wiki...
http://wiki.rpol.net/?id=56363


Tactical Hunch and Giving Orders are specialties for the options 'Tactics' and 'Leadership', respectively.

If anyone has questions on where to find anything, please ask me.  I'm in the middle of reorganizing, if i dont know the answer it's possible one of the players will know it and answer it off the top of their heads, were still all friendly Matt.

(hugs)
Mattias Hudson
player, 131 posts
Quixotic
Thu 6 Aug 2015
at 21:21
  • msg #236

Re: OOC ~ 05/18/15

Thank you for the link, Kitten.

I am not trying to sound unfriendly.  *hug*  :)


Hmm, I have another question.  Given how old my rule book is, I seem to recall that AMS now adjusts the missile roll table by 4 instead of shooting down a d6 worth of them.  How would that interact with a streak system, where one does not normally roll on that table?

[Answer: Streak automatically rolls an 11 on the number of missile hits, subtract 4 for the AMS]
This message was last edited by the player at 17:46, Sun 09 Aug 2015.
Teri Knight
player, 446 posts
Jenner, P5, G4
Callsign: Kate
Fri 7 Aug 2015
at 22:51
  • msg #237

Re: OOC ~ 05/18/15

Real Tech meets BattleTech - Cooling Vest

http://www.amazon.com/dp/B001P...su_dp?tag=duiwath-20
Hans Teufel
Player, 11 posts
Armbrust
Sun 9 Aug 2015
at 17:39
  • msg #238

Re: OOC ~ 05/18/15

Teri Knight:
Real Tech meets BattleTech - Cooling Vest

http://www.amazon.com/dp/B001P...su_dp?tag=duiwath-20


That's exactly what it would take for me to move to Florida where my family is from.  So thanks for that, now I am out of excuses!  :P
This message was last edited by the player at 17:40, Sun 09 Aug 2015.
Kitten
GM, 6974 posts
Sun 9 Aug 2015
at 22:44
  • msg #239

Re: OOC ~ 05/18/15

Need to look at AMS again.  I though it was still a d6 missiles knocked down, it's been... like... never.. since anyone has used AMS,so i'm going to have to look...


why am i looking... who's using AMS?
Mattias Hudson
player, 132 posts
Quixotic
Sun 9 Aug 2015
at 23:29
  • msg #240

Re: OOC ~ 05/18/15

I was building my character, and was thinking of picking up ballistics ability and machine gun AMS.  I probably will not go that route anymore.
Damien Cole
player, 139 posts
Storm
Tue 11 Aug 2015
at 17:48
  • msg #241

Re: OOC ~ 05/18/15

Sorry for not being around the last month. I had a few things hit all in succession to keep me very busy.  I am trying to catch up now and see where everything stands.  It looks like there is no active mission at the moment. Am I missing anything? Are we still in the rebuilding process?
Akarian Euclid
player, 1024 posts
O3 - 1st Lt
Knight
Tue 11 Aug 2015
at 17:53
  • msg #242

Re: OOC ~ 05/18/15

Welcome back Damien, there is an active mission, but you aren't in it, so you and some others are still in the mulligan phase.
Damien Cole
player, 140 posts
Storm
Tue 11 Aug 2015
at 17:55
  • msg #243

Re: OOC ~ 05/18/15

Ok, cool.  I need to get my stuff organized anyway.
Kitten
GM, 6977 posts
Tue 11 Aug 2015
at 17:57
  • msg #244

Re: OOC ~ 05/18/15

wb ami, i'm in player mode, and developing some stuff elsewhere but keeping tabs on stuff here too.
Damien Cole
player, 141 posts
Storm
Tue 11 Aug 2015
at 17:59
  • msg #245

Re: OOC ~ 05/18/15

I saw the post about your other game so I looked it over. Sounds like an interesting spin on traditional fantasy types.

And I lost whatever I had written up for myself, so I need to start over.
Kitten
GM, 6978 posts
Tue 11 Aug 2015
at 18:03
  • msg #246

Re: OOC ~ 05/18/15

In reply to Damien Cole (msg # 245):

That campaign is full up and i'm actually working on getting character sheets finalized and squared away...

At the moment its very closed with a very dedicated and solid looking player base.

Sowwy.
Damien Cole
player, 142 posts
Storm
Tue 11 Aug 2015
at 18:04
  • msg #247

Re: OOC ~ 05/18/15

I meant what I had written for this game. I do not think I could keep up with another game at this point.  Sorry if that was misleading.
Kitten
GM, 6979 posts
Tue 11 Aug 2015
at 18:14
  • msg #248

Re: OOC ~ 05/18/15

Ah~ That's MUCH better.

^.^
Mikael Blomquist
player, 481 posts
Call sign: Viking
Srms
Fri 14 Aug 2015
at 15:24
  • msg #249

Re: OOC ~ 05/18/15

 I would guess that one of the first rules of combat applies here, No plan survives contact with the enemy.
Alaric Drusus
player, 139 posts
Veles
Fri 14 Aug 2015
at 16:16
  • msg #250

Re: OOC ~ 05/18/15

I don't have an abundance of experience here from which to speak, but I have encountered situations where the plan didn't survive contact with the plan before.
Kimiko Takeda
Player, 163 posts
R0 - Mechwarrior
Scarlet
Fri 14 Aug 2015
at 17:00
  • msg #251

Re: OOC ~ 05/18/15

Mikael Blomquist:
I would guess that one of the first rules of combat applies here, No plan survives contact with the enemy.



Actually in my case, no plan survives contact with vacation.
Svend Nemerson
player, 143 posts
Minuteman
Wed 19 Aug 2015
at 00:12
  • msg #252

Re: OOC ~ 05/18/15

Quick rules question, do AC/2 Lights and Rapids draw from the same ammo or do you need two bins?
Kitten
GM, 6986 posts
Wed 19 Aug 2015
at 01:36
  • msg #253

Re: OOC ~ 05/18/15

They were like any other ammo using weapon.

Sometimes they work from one bin (like a blackjack), sometimes they draw from separate ones (like a whitworth).
Svend Nemerson
player, 145 posts
Minuteman
Wed 19 Aug 2015
at 01:49
  • msg #254

Re: OOC ~ 05/18/15

I only asked because they have two different ammo/ton numbers.
Kitten
GM, 6987 posts
Wed 19 Aug 2015
at 10:56
  • msg #255

Re: OOC ~ 05/18/15

oh, you mean are they the same weapon?

no they're not.

AC/2 rapids do not use the same ammo as AC/2 Lights.

It's like saying, do Machine guns and AC/2's share the same ammo bin.

They both do 2 damage, but they're different weapons.




For the curious, design justifications for the weapons and ammo usage...

ie...  Roleplaying reason...

The AC/2 rapids were considered a field weapon, and intended to use as a field weapon.  They use the standard Ballistic formula of 100 damage per ton.

The AC?2 lights, were considered a 'hold out' weapon, or a replacement for Machine Guns.  They are notably lighter than the AC/2 rapids and on par with Machine guns.  To reduce the weight to hold out status, or increase the range from machine guns, much of the performance is credited to the non-standard ammo that the AC/2 light uses.  While the cost per ton for an AC/2 light is the same, you get much fewer shots per ton than the AC/2 rapids.

This was not considered an issue for the Omni Engineers because they were considered a reasonable replacement for Machine guns which for the most part were two weapons per ton.  The ammo while reduced was reasonable for two AC/2 lights, it only really became a problem when they were treated as 'main' weapons and more than two ac/2 lights were going to be installed.  Not really a problem for Omni Power loaders who had limited hard points and ample weight displacement for weapons.


ie... Play balance reason...

Machine guns have a obnoxious ammo count that players (before burst MG) were unlikely to ever consume.  So i decided to create an anti mech version of the light MGs as a quick replacement for mechs armed with the MGs.  The justifcation for the greater range was a drastic reduction in ammo.

AC/2 rapids were considered the 'upgunned' version of the weapon for combat and patterned after SRM2s.  Same weight and range, and damage outline as an SRM2.  The notable difference being the reduced cost of the ammo, which was acceptable since they actually got half the use of the ammo.

(a SRM 2 will get fifty shots... an AC/2 rapid triggering two shots will go through the same fifty shots twice as fast.)

Whiile the SRM2 is considered a non popular weapon, the aspect of allowing Ballistic focused characters a light ballistic weapon, was really needed.
This message was last edited by the GM at 11:09, Wed 19 Aug 2015.
Svend Nemerson
player, 146 posts
Minuteman
Wed 19 Aug 2015
at 11:21
  • msg #256

Re: OOC ~ 05/18/15

And Knowing is Half the Battle.
Echo Snow
NPC, 373 posts
R1 - Space Cadet
Callsign - 'Princess'
Wed 19 Aug 2015
at 12:56
  • msg #257

Re: OOC ~ 05/18/15

Svend Nemerson:
And Knowing is Half the Battle.



While the new weapons might seem random with no basis, closer examination or questions to me, will show that there are rules as a basis for most of the stuff i've introduced, and even roleplaying support for.  The exception perhaps being the EW rules, which Battletech really just for the most part ignores.
David Crain
player, 785 posts
R2 - Sergeant
Callsign: Avenger
Tue 25 Aug 2015
at 09:03
  • msg #258

Re: OOC ~ 05/18/15

How goes the battle?
Akarian Euclid
player, 1054 posts
O3 - 1st Lt
Knight
Tue 25 Aug 2015
at 12:55
  • msg #259

Re: OOC ~ 05/18/15

Its a bit Rocky I right now..

No quick knock outs alas.
Kitten
GM, 6990 posts
Mon 31 Aug 2015
at 22:49
  • msg #260

Re: OOC ~ 05/18/15

(Ponders)

It's still early in the reboot process.

If were rebooting the characters, i'm wondering if we should just not work half measure and reboot the campaign with a new premise using the current batch of characters.

Thoughts?

Do you want to finish this story line out or should we start a new one?

New one would fall in one of two directions...

Tauren's, Comstar's direction or Solaris' direction, which was the direction the campaign was going to head once the Omni campaign was wrapped up.
Akarian Euclid
player, 1073 posts
O3 - 1st Lt
Knight
Mon 31 Aug 2015
at 22:54
  • msg #261

Re: OOC ~ 05/18/15

Solaris might be interesting, I'm good either way, though I wish we weren't losing players so much. Seeming like I'll need to find a new XO, for Spectres.
David Crain
player, 786 posts
R2 - Sergeant
Callsign: Avenger
Mon 31 Aug 2015
at 22:55
  • msg #262

Re: OOC ~ 05/18/15

I think my character would fit right in at Solaris.
Kitten
GM, 6991 posts
Mon 31 Aug 2015
at 23:35
  • msg #263

Re: OOC ~ 05/18/15

Well if we go to Solaris, it would be a new format, with 'Stables' and 'Teams' instead of units.
Akarian Euclid
player, 1075 posts
O3 - 1st Lt
Knight
Mon 31 Aug 2015
at 23:38
  • msg #264

Re: OOC ~ 05/18/15

Kitten:
Well if we go to Solaris, it would be a new format, with 'Stables' and 'Teams' instead of units.


Sounds interesting, I guess BMs would need to likely run multiple teams, without current resources. (Assuming we are talking about smallish teams.)
Kitten
GM, 6992 posts
Tue 1 Sep 2015
at 01:01
  • msg #265

Re: OOC ~ 05/18/15

I actually wanted to do something like a solaris thing, for Mac's website,but couldnt get interest in the concept.

I'm willing to contemplate reviving it for a second try.


matchs are self  played, in that there are only one or two units, so after the initial map, there are no map updates for matches, and you have to track what's happening for yourself.

also, you start playing other players, and it's a duel atmosphere where one, maybe two players match off against each other.

For more than one vs one matches, some one involved should be willing to update maps to keep things straight.
Lucius McMurphy
NPC, 1869 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 1 Sep 2015
at 01:45
  • msg #266

Re: OOC ~ 05/18/15

I'm less inclined to do something like that with KittenTech and more inclined to do that with Time of War or Mechwarrior 2nd Ed for easy crossovers.  Solaris is great and all but I look at that more as a backdrop for the events going on in the city in an almost Shadowrun sorta fashion, minus the cyberware of course in pre-Jihad days.  For me I'd want more RPG with some duels otherwise it's just number crunchy 3.5 arena using giant robots...and that is something that I don't want to do.
Akarian Euclid
player, 1076 posts
O3 - 1st Lt
Knight
Tue 1 Sep 2015
at 02:09
  • msg #267

Re: OOC ~ 05/18/15

Yeah, to be honest, I wasn't thinking of only small duels and between players at that. I enjoy the tactics and communications present with lance size units, I personally wouldn't want to lose that.

Mentally I was still thinking the mercenary unit aspect, but in Solaris setting/back drop, seeing more unique op force and equipment, etc. Different fighting conditions, yadda yadda.
David Crain
player, 787 posts
R2 - Sergeant
Callsign: Avenger
Tue 1 Sep 2015
at 02:37
  • msg #268

Re: OOC ~ 05/18/15

In reply to Lucius McMurphy (msg # 266):

I have an abandoned (but not deleted) AToW game here on RPoL that attempted to do exactly what you're describing here, Lucius.  I was planning on running events both in and out of the cockpit but it never really took off.

One of my key points was that players had to be able to update maps on their own so I didn't get bogged down with all the work if the game became popular.
Kitten
GM, 6993 posts
Tue 1 Sep 2015
at 02:58
  • msg #269

Re: OOC ~ 05/18/15

Really if it's only two units on the map you dont have much updating to do, since it's only two units to track, yourself and your opponent.

Regardless i just had my shower and concluded what i'm going to do.

Even if you have the inclination to play out the fall of Omni mission,i really dont have the interest to at this point and time.

My solution is to do for the campaign what i do for missions that have run and in need of being wrapped up, summerize it.

It's not going to be a thoughtless summary though, i'm going to slowly roleplay out the planned events on Omni, and the players will have an opprotunity to discuss and opt what they want to do as things unfold on Omni.

When Omni concludes, we will be 'somewhere', and where that somewhere is, is where we will pick up.  A conservative award will be alloted to the characters, based on the events that occur, and we will continue.

(Points)

New thread being typed up to wrap up the omni campaign, you may answer on it with a character post, or comment here in ooc, with your thoughts on what you should do.
Akarian Euclid
player, 1077 posts
O3 - 1st Lt
Knight
Tue 1 Sep 2015
at 03:45
  • msg #270

Re: OOC ~ 05/18/15

Are we canceling the current m18 than? (I assume yes)
Kitten
GM, 6995 posts
Tue 1 Sep 2015
at 03:46
  • msg #271

Re: OOC ~ 05/18/15

Yes, it's far enough along that i can presume that the outcome is at best a stalemate.

(If you want you can play it out to the bitter end, but it's just not a pretty outcome.)
This message was last edited by the GM at 03:47, Tue 01 Sept 2015.
Akarian Euclid
player, 1078 posts
O3 - 1st Lt
Knight
Tue 1 Sep 2015
at 04:00
  • msg #272

Re: OOC ~ 05/18/15

No thats fine, if were killing the Omni campaign, its probably not worth fully finishing out. Outcome is very hazy, no need to risk major damage or death to members of the lance, when a whole new game is about to spawn essentially.
This message was last edited by the player at 04:00, Tue 01 Sept 2015.
Svend Nemerson
player, 162 posts
Minuteman
Tue 1 Sep 2015
at 04:22
  • msg #273

Re: OOC ~ 05/18/15

Agreed. Svend is a Solaris pilot anyway. He might just like going back to the pits.
Alaric Drusus
player, 159 posts
Veles
Tue 1 Sep 2015
at 04:39
  • msg #274

Re: OOC ~ 05/18/15

I am really at a loss for what's going on here. Ending the mission/campaign 'early,' I get, but nothing else makes sense. What is Solaris? What kind of changes are we talking about?
Svend Nemerson
player, 163 posts
Minuteman
Tue 1 Sep 2015
at 04:42
  • msg #275

Re: OOC ~ 05/18/15

Solaris is a planet equivalent to the Roman Colosseum
Akarian Euclid
player, 1080 posts
O3 - 1st Lt
Knight
Tue 1 Sep 2015
at 04:42
  • msg #276

Re: OOC ~ 05/18/15

Alaric Drusus:
I am really at a loss for what's going on here. Ending the mission/campaign 'early,' I get, but nothing else makes sense. What is Solaris? What kind of changes are we talking about?

I don't think any decisions have been made to what we will be doing.

Info on Solaris http://www.sarna.net/wiki/Solaris
Lucius McMurphy
NPC, 1870 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 1 Sep 2015
at 20:29
  • msg #277

Re: OOC ~ 05/18/15

Mechanically there will be no changes but some additional XP/C-Bills perhaps.

The others have given you a good idea about Solaris I thin between the link Akarian gave you and Svend's short but sweet comparison.  Ultimately what it is comes down to where the Merc Org that we all fight under gets the next contract...which is decided by what Kitten mainly and BM's think is a good angle to take moving forward.
Kitten
GM, 6996 posts
Tue 1 Sep 2015
at 21:09
  • msg #278

Re: OOC ~ 05/18/15

I'm undetermined at this point, i'm allowing players to pick their paths to play out.  I'm going to go with the individual decisions at this point, though unit commanders may make an effort to keep the unit together.

Obviously the longer you stay on planet the better the pay out is going to be, but you have to
expect an element of risk for that pay out as well, which will be decided by a few dice rolls.

Gunnery rolls to see how much damage you dish out in an encounter, pilot (initiative) rolls to see how little damage you take.
Lina Todd
Player, 602 posts
R2 ~ 2nd Lt.
Callsign: Iron Maiden
Tue 1 Sep 2015
at 21:48
  • msg #279

Re: OOC ~ 05/18/15

Like there ever was a question of if Lina was going to boost off immediately :P

Luc might or might not linger.  Depends a bit on Regina.

Adam...

Well we won't go there ;)
Regina Arlington
NPC, 682 posts
R0 - Mechwarrior
Callsign - 'Siren'
Tue 1 Sep 2015
at 21:53
  • msg #280

Re: OOC ~ 05/18/15

Regina wont really care, and would follow Luc's lead.

She doesnt like the Taurens, but she thinks the Omni concept is as a den of Heathens that work against Blake's will, so it's the choice of lesser evils for her.
This message was lightly edited by the player at 21:53, Tue 01 Sept 2015.
Kitten
GM, 6999 posts
Tue 1 Sep 2015
at 21:56
  • msg #281

Re: OOC ~ 05/18/15

Will slowly update the roleplaying thread every 48 hours.

Inactivity pretty much equates to having the character do whatever i consider easiest for me to resolve things.
Teri Knight
player, 447 posts
Jenner, P5, G4
Callsign: Kate
Tue 1 Sep 2015
at 23:59
  • msg #282

Re: OOC ~ 05/18/15

Teri goes where the unit goes.
Mikael Blomquist
player, 482 posts
Call sign: Viking
Srms
Wed 2 Sep 2015
at 00:02
  • msg #283

Re: OOC ~ 05/18/15

 He does not like fleeing the battle but he goes where his unit goes, still he will not like the reputation he is building up, even if it isnt his fault.
Lina Todd
Player, 603 posts
R2 ~ 2nd Lt.
Callsign: Iron Maiden
Wed 2 Sep 2015
at 00:43
  • msg #284

Re: OOC ~ 05/18/15

Well Mikael you are part of the Ironswords and if you stick with them they are staying on planet and not boosting.  Same with Teri.

You don't have to post like Kitten said but if you're sticking with the Swords even a short post in the IC thread saying they are staying with Lina will help.  Both for Kitten and for Lina in any RP she does.
Adam Carlyle
NPC, 515 posts
O4 - Captain
Solid Slug
Wed 2 Sep 2015
at 00:56
  • msg #285

Re: OOC ~ 05/18/15

I've been co-opted by my business partners for the foreseeable future.  If you think you see me doing things I swear it's not really me...

;)
Lucius McMurphy
NPC, 1871 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 2 Sep 2015
at 00:57
  • msg #286

Re: OOC ~ 05/18/15

Don't we have a book to follow Reggie?
Regina Arlington
NPC, 683 posts
R0 - Mechwarrior
Callsign - 'Siren'
Wed 2 Sep 2015
at 01:42
  • msg #287

Re: OOC ~ 05/18/15

Maybe, watching the things unfold to see where we end up.
Akarian Euclid
player, 1082 posts
O3 - 1st Lt
Knight
Wed 2 Sep 2015
at 01:45
  • msg #288

Re: OOC ~ 05/18/15

The real question is, who is going to join the bulls... ;p
Kitten
GM, 7000 posts
Wed 2 Sep 2015
at 02:00
  • msg #289

Re: OOC ~ 05/18/15

I dunno, one possible outcome was to have the planet captured, and the freelancers out of work, and the bulls offer you a contract, at which point it's a campaign to conquer the periphery.
David Crain
player, 789 posts
R2 - Sergeant
Callsign: Avenger
Wed 2 Sep 2015
at 02:41
  • msg #290

Re: OOC ~ 05/18/15

Would you still allow two characters?  One for your Tauren campaign, the other for Solaris.
Kitten
GM, 7001 posts
Wed 2 Sep 2015
at 18:14
  • msg #291

Re: OOC ~ 05/18/15

There is only going to be one campaign, i'm following player action to determine what the campaign direction is going to be.
David Crain
player, 790 posts
R2 - Sergeant
Callsign: Avenger
Wed 2 Sep 2015
at 19:17
  • msg #292

Re: OOC ~ 05/18/15

Fair enough.  I'll go with the crowd when the crowd figures out where it's going.

David has indicated his destination so I may have to make a new character if the new campaign isn't Solaris.
Kitten
GM, 7002 posts
Wed 2 Sep 2015
at 19:56
  • msg #293

Re: OOC ~ 05/18/15

His destination is anywhere off Omni, which is fine and a vague destination half way across the inner sphere which is really really far away, and only a tentative plan, so... you shouldnt need a new character, unless you want one.
Mikael Blomquist
player, 484 posts
Call sign: Viking
Srms
Fri 11 Sep 2015
at 18:17
  • msg #294

Re: OOC ~ 05/18/15

 Everyone else having a heat wave also?, it has been kinda brutal here on the west coast. I may not be the sharpest cookie of the bag but I have notice the posting dropping off.?
Lina Todd
Player, 606 posts
R2 ~ 2nd Lt.
Callsign: Iron Maiden
Fri 11 Sep 2015
at 18:20
  • msg #295

Re: OOC ~ 05/18/15

It is crazy hot and humid here.  As for posting yeah round house.  Here though it's Kitten working out in more of a multiple choice adventure book how things wrap...last I knew.
Mikael Blomquist
player, 485 posts
Call sign: Viking
Srms
Mon 28 Sep 2015
at 00:01
  • msg #296

Re: OOC ~ 05/18/15

 Think its time for the Clans to invade?.
Kitten
GM, 7003 posts
Mon 28 Sep 2015
at 23:38
  • msg #297

Re: OOC ~ 05/18/15

No.  not quite.

The bad news, you already know it.  Critical burn out and a surge of real life activity detracting my attention from the campaign.  I'm still working through the start of my son starting school and arranging my activities around him.

The good news, the time down has given me time to mull over where to take the game.  It will notably deviate from what you might expect a 'normal' battletech game to go.  This is bad, if you just want to play standard table top battletech, but this might also be good if you like experimenting with new things and trying your hand at non standard battles.

If you've been in this campaign this long, you know something about the missions i put out.  The objectives arent always obvious, and the difficulty can be surprisingly hard to gauge.  So, when i say were going to get into even stranger rules and mission objectives, that should mean something.

I'm putting down the wrap up story line, and starting a new one... hopefully all tonight.

If i can, i would like to get it to the point where i can get a roll call, to see who's actually left, and interested in played.
Akarian Euclid
player, 1084 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 00:00
  • msg #298

Re: OOC ~ 05/18/15

Looking forward to seeing what you have in mind.
Kitten
GM, 7006 posts
Tue 29 Sep 2015
at 00:06
  • msg #299

Re: OOC ~ 05/18/15

way the hell out there.
Kitten
GM, 7007 posts
Tue 29 Sep 2015
at 00:27
  • msg #300

Re: OOC ~ 05/18/15

if you want to change character concepts, now's the time to do it.  Call it a free mulligan.

if you like your character, you may keep it, though you'll have to start off with a new mech..
This message was last edited by the GM at 00:27, Tue 29 Sept 2015.
Akarian Euclid
player, 1086 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 00:45
  • msg #301

Re: OOC ~ 05/18/15

Happy with Akarian, but that mulligan might make sense depending on what is left. Not a lot of point in having hundreds of XP pushed out into unit leadership spec, if its not going to be used.
Svend Nemerson
player, 166 posts
Minuteman
Tue 29 Sep 2015
at 00:47
  • msg #302

Re: OOC ~ 05/18/15

I'm going to take advantage of the mulligan. Where do you want to proposed changes?
Alaric Drusus
player, 161 posts
Veles
Tue 29 Sep 2015
at 00:57
  • msg #303

Re: OOC ~ 05/18/15

I am intrigued by the new direction and still present. Going to hold off on a final decision regarding keeping Alaric vs. coming up with a different person for the moment, but put me down for staying on board. :)

My husband and I have a guest coming in from out of state tomorrow, so I'll be a little less active on RPoL until next Wednesday, but I will keep an eye out for shiny, red text on my dash.
Kitten
GM, 7009 posts
Tue 29 Sep 2015
at 00:57
  • msg #304

Re: OOC ~ 05/18/15

Give me a name, for roleplaying.

You can make a character later, but you have nothing but cash to start.

equipment is going to be roleplayed through, so you need to roleplay through Regina, to get your mech.
Lucius McMurphy
NPC, 1872 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 29 Sep 2015
at 01:00
  • msg #305

Re: OOC ~ 05/18/15

With the quick end to things Lina would stay with family.

For the time being use Luc since he is the most likely one to have followed Reggie all the way.
Svend Nemerson
player, 167 posts
Minuteman
Tue 29 Sep 2015
at 01:10
  • msg #306

Re: OOC ~ 05/18/15

I'll go with the name Mortimer Grissom
Kitten
GM, 7010 posts
Tue 29 Sep 2015
at 01:13
  • msg #307

Re: OOC ~ 05/18/15

done.

you'll get Svend's xp/cb bonus, but be allowed to pick out a new archetype to work with.

dont worry about the mech selection yet, you'll pick up a ride through the roleplaying.
Alaric Drusus
player, 162 posts
Veles
Tue 29 Sep 2015
at 01:31
  • msg #308

Re: OOC ~ 05/18/15

I'll go with the name Jarold Harven.
Kitten
GM, 7012 posts
Tue 29 Sep 2015
at 01:38
  • msg #309

Re: OOC ~ 05/18/15

Done.
Kitten
GM, 7013 posts
Tue 29 Sep 2015
at 02:04
  • msg #310

Re: OOC ~ 05/18/15

off to bed, seeing a friend tomorrow morning so will be out till the afternoon.
David Crain
player, 791 posts
R2 - Sergeant
Callsign: Avenger
Tue 29 Sep 2015
at 03:03
  • msg #311

Re: OOC ~ 05/18/15

I've been enjoying the campaign so I'll stick around because the premise for this campaign sounds quite intriguing.

Having read your epilogue Kitten, can I pretend the interim mulligan never happened and I was able to escape (barely) off-world with my old Jenner?  (If not the Jenner was worth a fair bit and I plan to roll up a new character regardless).  David took one of the Tauren first offers so it's plausible he made it off-world and headed in the general direction of Solaris 7.

New name for my guy?  Let's go with... Sean Reynolds, code name 'Firefly'

I might be slightly shameless...
Kitten
GM, 7014 posts
Tue 29 Sep 2015
at 11:51
  • msg #312

Re: OOC ~ 05/18/15

No one gets to keep their mech.

You all get handed cash, and the opportunity to pick up a new one, as will be outlined in the roleplaying... (shortly)
Teri Knight
player, 452 posts
Jenner, P5, G4
Callsign: Kate
Tue 29 Sep 2015
at 13:36
  • msg #313

Re: OOC ~ 05/18/15

Are we keeping the recently reworked characters or do we pick new templates?
Kitten
GM, 7017 posts
Tue 29 Sep 2015
at 14:13
  • msg #314

Re: OOC ~ 05/18/15

you may keep the reworked character, if you want, or take a mulligan and make a new one.

Mechs all go away though and are replaced by money to buy a new mech.... to modify as noted.

Will open up the rollcalll section for players to post character sheets, when i'm ready to receive them.... please dont spam my PM till i'm ready to work on new characters.
Kitten
GM, 7018 posts
Tue 29 Sep 2015
at 14:30
  • msg #315

Re: OOC ~ 05/18/15

After 24 hours, we've had a good turn out on the attention check.

So far...

Unconfirmed character/player list
Piotr      8 missions   +16xp / +160k cb / and up to + 8 fp start up bonus
Damien     3 missions   + 6xp / + 60k cb / and up to + 3 fp start up bonus
Joaquin    8 missions   +16xp / +160k cb / and up to + 8 fp start up bonus



Confirmed list +6xp /+60k cb/ NO FP FOR ANY ARCHETYPE.

Regina Arlington ~ +38xp / +380k cb (may purchase +1 rank for 100k cb)
Akarian          ~ +22xp / +220k cb
Jarold Harven    ~ + 8xp / + 80k cb
Lucius McMurphy  ~ +38xp / +380k cb
Mikael Blomquist ~ +26xp / +260k cb
Mortimer Grissom ~ +12xp / +120k cb
Sean Reynolds    ~ +35xp / +350k cb (may purchase +1 rank for 100k cb)
Teri             ~ +16xp / +160k cb

Piotr, has indicated, that he cant make the campaign cause of free time issue, hate to see him go but he has an open invitation to return if his schedule frees up

Damien i believe dropped out, and sadly to my knowledge has not checked in.

Joaquin had some medical issues, not sure if that's going to keep him offline or not.

Gave Olaf and Mattias a bump, to see if they're still interested.

We're looking at a count of about 8 players.

Unit organization will be a little different.

Regina will be a Liason Officer and show up where she is most useful.

You are 'one' unit, I'm good with calling you the Freelancers, unless you want to come up with a new name.

Lucius and Akarian are going to be the offical 'lance commanders' and lead missions, having a spare 'officier' around for over sized missions might be good, so if youre interested in making a Leadership type, there is room for it.

Everyone else will be mech warriors, and get assigned as needed from missions.  (ie, everyone is the equivelent of the old freelancers).

Mechwarriorrs with conventional units, when appropriate will have the option to take them along for missions.  (ie, they're on planet and available for use).  List them with the character as needed.
This message was last edited by the GM at 14:36, Tue 29 Sept 2015.
Kitten
GM, 7019 posts
Tue 29 Sep 2015
at 14:39
  • msg #316

Re: OOC ~ 05/18/15

Roll call thread up, if youre not changing your character that's fine, you still need to post mech selection and modifications.

link to a message in this game
Akarian Euclid
player, 1089 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 14:58
  • msg #317

Re: OOC ~ 05/18/15

Yeah pretty sure Damien dropped, I was talking to him, but haven't heard back in ages.

Joaquin is still interested in things, though just had some unfortunate life events, so maybe off for a bit again. (Not including the surgery recovery aspects.)
Kitten
GM, 7020 posts
Tue 29 Sep 2015
at 15:03
  • msg #318

Re: OOC ~ 05/18/15

Akarian Euclid:
Yeah pretty sure Damien dropped, I was talking to him, but haven't heard back in ages.

Joaquin is still interested in things, though just had some unfortunate life events, so maybe off for a bit again. (Not including the surgery recovery aspects.)


Did Akarian actually win a Rank Auction?

I thought only Regina and David had won Rank auctions...

Delta, and Pax won a few but arent currently listed in the reboot.

(Rank from Leadership and Noble dont count)
Piotr Kaminski
player, 294 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 29 Sep 2015
at 15:09
  • msg #319

Re: OOC ~ 05/18/15

I unfortunately have to bow out due to time constraints.  It's been great gaming with all of you and if my schedule ever opens up, I'll definitely sign back up.  Cheers!
Akarian Euclid
player, 1091 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 15:09
  • msg #320

Re: OOC ~ 05/18/15

Akarian had won 1 or 2 previously, back when he was with the Lancers.

Than they got wiped with the last round of things.

Honestly it probably doesn't matter since I have leader/noble anyways.
Kitten
GM, 7021 posts
Tue 29 Sep 2015
at 15:10
  • msg #321

Re: OOC ~ 05/18/15

Do you want me to remove you from the thread Piotr, or would you like to linger as a member for chatting?
Kitten
GM, 7021 posts
Tue 29 Sep 2015
at 16:14
  • msg #322

Re: OOC ~ 05/18/15

Akarian Euclid:
Akarian had won 1 or 2 previously, back when he was with the Lancers.

Than they got wiped with the last round of things.

Honestly it probably doesn't matter since I have leader/noble anyways.



It makes a huge difference actually, since this is in addition to the ranks you can get with leadership and nobility.

The auction thread is intact, I cant find your winning bid.

link to a message in this game

If you can, you can have the rank up bonus.
This message was lightly edited by the GM at 16:14, Tue 29 Sept 2015.
Akarian Euclid
player, 1092 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 16:21
  • msg #323

Re: OOC ~ 05/18/15

Kitten:
Akarian Euclid:
Akarian had won 1 or 2 previously, back when he was with the Lancers.

Than they got wiped with the last round of things.

Honestly it probably doesn't matter since I have leader/noble anyways.



It makes a huge difference actually, since this is in addition to the ranks you can get with leadership and nobility.

The auction thread is intact, I cant find your winning bid.

link to a message in this game

If you can, you can have the rank up bonus.


It's the very last post actually.

7 ~ 265,000 cb ~ Akarian ~ +1 Rank

Dare I ask since I'm now considering slight mulligans/new mechs, are LAMs available?
Lucius McMurphy
NPC, 1873 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 29 Sep 2015
at 16:24
  • msg #324

Re: OOC ~ 05/18/15

I gave up on bidding for rank a long time agodue to the phenominal sink of cash it became to never win. :P

Hence why I just started buying it outright cause either it was more efficient, or when th auctions rolled around there never were ones for rank 3/4 only 1 or 2 or so that you could give rank to 1 or 2. :P


Hmm...command again meaning no energy weapon spec unless I go Bug Warior or LAM pilot to have a good leadership/rank to give to my underlings.  Will contemplate.
Joaquin Cortez
player, 457 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 29 Sep 2015
at 16:32
  • msg #325

Re: OOC ~ 05/18/15

I'm around Kitten. I'll have to play around with things and see where I'm at. Like Joaquin, but I might have to change him around to fit things. I'll play around with it this week.
Kitten
GM, 7022 posts
Tue 29 Sep 2015
at 17:02
  • msg #326

Re: OOC ~ 05/18/15

Akarian Euclid:
It's the very last post actually.

7 ~ 265,000 cb ~ Akarian ~ +1 Rank

Dare I ask since I'm now considering slight mulligans/new mechs, are LAMs available?



It would be the last post... i saw the availability on that one and thought that was it.  Okay you may spend 100k cb for a +1 rank, with out the lead/noble requirements.

LAM Archetype is available.  They were available before.

Campaign LAMs (15 and 20 ton LAM) are available.

Mech mode, fine.
LAM mode, fine (mostly jumping/VTOL mode).

Aero mode, good for atmosphere re-entry, and possible storage on drop ship.

If you want to give up a leadership role, to pursue a LAM pilot that's fine, i'm sure we'll figure something out, worse comes to worse, I'll make Regina a Unit Commander if i have to.
Akarian Euclid
player, 1093 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 17:12
  • msg #327

Re: OOC ~ 05/18/1

Great, and yeah just looking at the options, I'm half tempted to make this leader/LAM thing work, the points are there, it's just armor that hurts a lot.
Kitten
GM, 7023 posts
Tue 29 Sep 2015
at 17:48
  • msg #328

Re: OOC ~ 05/18/1

There seems to be an over focus on the leadership option.

So I'm going to remove the option on the campaign reboot.  The only stat I'm going to look at for leadership initiative is your mental stat.  Op Force Leadership will be scaled back and reduced to reflect this.

That saves unit commanders from starting short an option and 75 character points for Leadership, that they feel is mandatory.

Leadership specs, are going to be available through Nobiity.

nuff said.  Done.
Akarian Euclid
player, 1094 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 18:04
  • msg #329

Re: OOC ~ 05/18/1

Hmm, that would change things a bit.

Although, I assume rank will still be important (support fire, conventional units, etc)? In which case it simply means we have to buy up full Nobility in order to purchase ranks. (Which now will be capped at 2 vs 4 /ignoring auction benefit) Plus depending need to dump more points into Mental to compensate for the lack of bonus that we would normally get by buying leadership.
Kitten
GM, 7024 posts
Tue 29 Sep 2015
at 18:15
  • msg #330

Re: OOC ~ 05/18/1

You want to obsess, obsess...

Players can also look at tactics, and taking lonely road/work alone, to avoid being tied to a leadership bonus.

Want to get Noble and Bump mental, be my guess.

Removing Leadership saves you an option and 75xp.  You want to reinvest it in mental and noble?

(shrugs)  you were probably going to take noble anyway, and if you want to take leadership points and put it in mental i wont stop you, it helps with mech mods and scouts too, so i wont feel too bad about it.  Past Mental 2 or 3, and you have to really think about it, cause that can be a 4 gunnery, and you have to really wonder if its worth while.
Jarold Harven
player, 163 posts
Tue 29 Sep 2015
at 18:26
  • msg #331

Re: OOC ~ 05/18/1

Technically unrelated to our game here, but this kickstarter launched just under an hour and a half ago:

https://www.kickstarter.com/pr...etech?ref=nav_search

Harebrained Schemes are the folks who made Shadowrun Returns (as well as Dragonfall, and Hong Kong) and now they're doing a Battletech game! I am really excited.

edit: ok, maybe it's more related that I thought. They have it set in 3025.
This message was last edited by the player at 18:27, Tue 29 Sept 2015.
Kitten
GM, 7025 posts
Tue 29 Sep 2015
at 19:31
  • msg #332

Re: OOC ~ 05/18/1

Looks like they met their goal.

Reminds me of mechwarrior tactics.

That didnt go over so well.

We'll see how this goes i guess.
Akarian Euclid
player, 1095 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 20:17
  • msg #333

Re: OOC ~ 05/18/1

Right character sheet and mech/purchases up, other than inventory. We purchasing inventory at this time or no?
Lucius McMurphy
NPC, 1874 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 29 Sep 2015
at 22:18
  • msg #334

Re: OOC ~ 05/18/1

So are Tech archetype characters still limited in needing to roll for any mech over 3.2mil?
Kitten
GM, 7027 posts
Tue 29 Sep 2015
at 22:22
  • msg #335

Re: OOC ~ 05/18/1

Going to cap them at spending 3.2 million on mechs, and the excess is for mods.

The Archetype is intended to spend the money for tricking out rides, not for getting big rides.
Lucius McMurphy
NPC, 1875 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 29 Sep 2015
at 22:24
  • msg #336

Re: OOC ~ 05/18/1

Gotcha, just needed to check.
Lucius McMurphy
NPC, 1876 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 29 Sep 2015
at 22:58
  • msg #337

Re: OOC ~ 05/18/1

Advanced Tech.

Buy at 2x cost.

Install at Base cost? 2x cost?  Whim?
Akarian Euclid
player, 1096 posts
O3 - 1st Lt
Knight
Tue 29 Sep 2015
at 23:00
  • msg #338

Re: OOC ~ 05/18/1

I read that as buy at 2x cost, and install at normal modification costs.

Edit: Although thinking about it, I did my LAM costs up at 275% not 350% for advanced tech, not sure which is correct..
This message was last edited by the player at 23:02, Tue 29 Sept 2015.
Mikael Blomquist
player, 489 posts
Call sign: Viking
Srms
Tue 29 Sep 2015
at 23:17
  • msg #339

Re: OOC ~ 05/18/1

 Hmmm, being dense i must ask this stupid question, if the char list showing xp and cash available is correct, then ask i price mechs there is not even the light machines that could be afforded. Now if we are throwing in the sale price of our previous machines then that will definitely add to the kitty for a new ride?.
Kitten
GM, 7028 posts
Tue 29 Sep 2015
at 23:24
  • msg #340

Re: OOC ~ 05/18/1

What's listed in the rolecall area is a bonus applied to the starting cash of the archetype.

So if you take a seasoned mechwarrior, which is 3.2 million, you add your bonus to that for your starting cash for a ride.
Mikael Blomquist
player, 490 posts
Call sign: Viking
Srms
Tue 29 Sep 2015
at 23:34
  • msg #341

Re: OOC ~ 05/18/1

 Cool, that will be affordable. Thanks.
Lucius McMurphy
NPC, 1877 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 30 Sep 2015
at 03:26
  • msg #342

Re: OOC ~ 05/18/1

You're the brains in this outfit Akarian ;)

And the guy with rank.

---

What if anything can we have in storage?  I think I've got a build/mech worked out but I have stuff I pulled off (a couple heat sinks) and extra arm actuators from buying full arms to install just hand actuators.

Or should I just sell them back/not have anything but the modded mech?
Hans Teufel
Player, 12 posts
Armbrust
Wed 30 Sep 2015
at 14:29
  • msg #343

Re: OOC ~ 05/18/15

Kitten:
Do you want me to remove you from the thread Piotr, or would you like to linger as a member for chatting?


You can drop me.  RPOL is still the default on my phone, but I hate posting from it and not a lot of time to check or post otherwise.
Adam Carlyle
NPC, 516 posts
O4 - Captain
Solid Slug
Wed 30 Sep 2015
at 14:40
  • msg #344

Re: OOC ~ 05/18/15

You'll be missed Piotr/Hans, hope that someday you'll have the time to come back.
Lucius McMurphy
NPC, 1878 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 1 Oct 2015
at 01:41
  • msg #345

Re: OOC ~ 05/18/15

Pending my math I should be good to go...

I wanted an energy beast but I have to settle for a mixed weapons platform that should work well.  Reggie would approve certainly.

Took a lot of trial and error and waaaaayyyy to much math to end in the green but I got my 5/8/5 forty ton machine.  I call it more Javelin II than Whitworth :)
This message was last edited by the player at 02:12, Thu 01 Oct 2015.
Mikael Blomquist
player, 491 posts
Call sign: Viking
Srms
Thu 1 Oct 2015
at 02:30
  • msg #346

Re: OOC ~ 05/18/15

Last Reviewed 07/06/15

100xp for Gunnery 3 (5+ roll)       Rank             :   NC - R0  (Private)
100xp for Pilot   3 (5+ roll)       Leadership rating:   0
 00xp for Mental  0 (8+ roll)       Availability mod.:  +1 for Advance Tech
      Tech Skill   4 (6+ roll)       Pay Modifier     :   9   (6+3+0)
                                        Accuracy 3 + Physical 3 + Mental 0 +
                                        Mech Class 3 + Noble 0 + Rank 0
                                     Effective Mission Weight = 35 x 0.975 = 35.0 tons
                                     Handicap = 1 -.025 (xp) +.100 Mech Perk -.100 Player

 25xp 1 Edge

 50xp 1 Energy Weapons ~ {2d7 w/ Energy}

 00xp 0 Heavy Mech Specialist ~ {d7 w/Pilot checks}

Experience Records
250xp Tech Warrior Archetype Character
 00xp Auctions
 00xp Promotions
 26xp Experience
276xp Available / 275xp Spent

Earned Experience Log
+ 26 xp ~ 13 Missions

Bank Records
Current total ~ Adjustment   (Base monthly Pay 26,000 cb)
0 000 000 cb + 3 700 000 cb   Starting Tech Warrior
3 700 000 cb +   260 000 cb   13 Mission Bonus
3 960 000 cb - 2 925 180 cb   Purchase Wolfhound-1 {3 fp}
1 034 820 cb -    60 000 cb   Purchase IS DS/HS
  974 820 cb -       700 cb   Remove   HS from Engine
  974 120 cb -    21 000 cb   Install  DS/HS     {RT}
  953 820 cb -   200 000 cb   Purchase ER Large Laser
  753 820 cb -    35 000 cb   Remove Large Laser {RA}
  718 820 cb -    70 000 cb   Install ERLL       {RA}
  648 820 cb ~ Current Bank



12 tn Base Inventory
0.0tn  Armor     Standard

2.0tn  Large Laser
1.0tn  Heat Sink   (x1)

3.0tn  Inventory Used



3.5tn Base Modifications
0.0tn Mental Stat
3.5tn Max. Wolfhound modifications.


Free  Upgrade HS to IS/DSHS  (Lose 0.00tn)

0.0tn Upgrade LL to ERLL      (0 crit RA)
0.5tn Move (1) HS from Engine {RT}


0.00 tn of equipment allowed.

k, looking over the 3025 mechs that meet your strong suggestion of motive abilities, i will attempt to go with the Javelin 10-F, its fast,not much armor but acceptable,12 heat sinks.

 I would like 1 or 2 double heat sinks but can do without them if needed
This message was last edited by the player at 02:30, Thu 01 Oct 2015.
Joaquin Cortez
player, 458 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 1 Oct 2015
at 02:51
  • msg #347

Re: OOC ~ 05/18/15

If I remember right, this was the last approved updated change to the character:

Archetype ~ Noble/Unit Commander

100xp for Accuracy 3 (5+ roll)       Rank             :   1 - (Mechwarrior)
 50xp for Physical 2 (6+ roll)       Leadership Rating:   2
 50xp for Mental   2 (6+ roll)       Prestige Value   :   0
                                     Pay Modifier     :   9 (7+0+2)
                                     Availability Mod.:  +1
 25xp 1 Edge

 75xp 2 Close Assault Tactics
 15xp ~ Close and Personal  {May use CAT with weapons that have a range of 6-}
 35xp ~ Knife Fighter       {May use CAT with weapons that have a range of 9-}

 25xp 1 Medium Mech Specialist {+1 Pilot skill for 25 and 30 ton mechs}

  00xp 0 Experience

Experience Records
350xp Noble/Unit Commander (800xp Max)
 00xp Auctions
 25xp Promotions (per XO)
 16xp Experience
381xp Available / 375xp Spent

8fp - Mulligan Bonus

Bank Records
Current total ~ Adjustment   (Base monthly Pay 20,000 cb)
0 000 000 cb + 3 200 000 cb   Starting Character
3 200 000 cb - 2 984 540 cb   Spider-5V/ Javelin changes to 2,361,840 C-Bills
0 215 460 cb +   160 000 cb   Mulligan Bonus
0 375 460 cb -   100 000 cb   Rank 1
0 275 460 cb -                Start here depending on Availability Roll results
0 275 460 cb ~ Current Bank   This should change to 898,160 if math is right



Based on our conversations and your suggestions I looked at several options, and I think in the long run, the Fire Javelin JVN-10F, seems to be the best option to what I consider my style of play. I looked at the Firestarter and the Jenner too.

I still have to run the math and changes, but I think overall it might be a better change.
This message was last edited by the player at 03:01, Thu 01 Oct 2015.
Lucius McMurphy
NPC, 1879 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 1 Oct 2015
at 03:01
  • msg #348

Re: OOC ~ 05/18/15

Javelin-10F aka Fire Javelin is a good tough little bugger.  It's what I started out with as Luc and then did some modifications to make it even harder hitting.

I dunno if I can help you tonight Mikael but I'll help you again with the sheet if someone else doesn't get to it before I do.
Akarian Euclid
player, 1098 posts
O3 - 1st Lt
Knight
Thu 1 Oct 2015
at 04:18
  • msg #349

Re: OOC ~ 05/18/15

In reply to Lucius McMurphy (msg # 348):

Only real negative on the Fire Javelin is the top heavy flaw causing -1 hazard checks.

You can hardly ask for better equipment locations and critical slots under Kitten's mod system.
Lucius McMurphy
NPC, 1880 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 1 Oct 2015
at 13:21
  • msg #350

Re: OOC ~ 05/18/15

Easy enough to counter with medium mech specialist or the like though.  I can't do anything about the Whitworth's weak leg issue where crits are worse other than up armouring it like I did.
Mikael Blomquist
player, 492 posts
Call sign: Viking
Srms
Thu 1 Oct 2015
at 13:24
  • msg #351

Re: OOC ~ 05/18/15

 Thanks Lucius
Kitten
GM, 7030 posts
Thu 1 Oct 2015
at 15:36
  • msg #352

Re: OOC ~ 05/18/15

Time to get your feet wet.

I want character outlines, and tentative mechs and mods.

Will start a mission and do character/mech checks while the mission runs.

No dice rolls, if you want something fork over the xp/money.

Pilots will have had enough time to practice with their machine to earn '2' familiarity points, so with the shake out mission that'll bring it to '3', so if you're looking at picking up a familiarity with your mech, plan for '3' after the first mission.  If you have no clue what i'm talking about, ignore me.  You cant miss what you you've never got.
Sean Reynolds
player, 793 posts
R2 - Sergeant
Callsign: Avenger
Thu 1 Oct 2015
at 17:18
  • msg #353

Re: OOC ~ 05/18/15

Still debating which mech I'm going to choose.  Would anyone object if I did take the 2x Lg Laser Blackjack and supported with sniping?
Kitten
GM, 7035 posts
Thu 1 Oct 2015
at 17:36
  • msg #354

Re: OOC ~ 05/18/15

Zero problems.

Youve been in the campaign long enough to know the pros and cons.

People play what ever you want, within the scope of what youre allowed.
Kitten
GM, 7041 posts
Thu 1 Oct 2015
at 22:25
  • msg #355

Re: OOC ~ 05/18/15

Jarold, what mech do you want?

I'm forming up Mission 20, and at a minimum i need to know Mechs and gunnery/pilots.
Kitten
GM, 7042 posts
Thu 1 Oct 2015
at 22:30
  • msg #356

At the moment...

At the moment i believe we have.

30t Valkyrie ~ 5(d8)/5(4t) ~ Regina
20t Wasp LAM ~ 5(d7)/6     ~ Akarian
??? ?????    ~ Jarold Harven
40t Whitworth~ 4    /6     ~ Lucius
30t Javelin  ~ Mikael
50t Enforcer ~ 5(d7)/6     ~ Mortimer
45t Blackjack~ Sean Reynolds
35t Jenner   ~ 4    /5     ~ Teri


At the moment I'm organizing by movement profile.


On defense we'll have.
Lucius, Mortimer, Sean, plus one mech.   135 tons + 1 mech.

On Offense we'll have.
Akarian, Mikael, Teri, plus one mech.   95 tons + 1 mech.

Waiting to see what Jarold takes, and will place them, based on movement profile.  5/8 or slower, and he'll end up with Lucius.  Faster and he'll end up with Akarian.

Regina will go where Jarold doesnt.

First mission will be with unmodified mechs.  (Your mech arrives, and the mission starts, you havent had time to modify anything yet.)
This message was last edited by the GM at 22:54, Thu 01 Oct 2015.
Akarian Euclid
player, 1099 posts
O3 - 1st Lt
Knight
Thu 1 Oct 2015
at 22:46
  • msg #357

At the moment..

I'm using a 20 ton LAM Wasp not a LAM Valk sadly ;)
Kitten
GM, 7048 posts
Thu 1 Oct 2015
at 22:48
  • msg #358

At the moment..

You were listed with a 30ton Valkyrie - QA on your paperwork.

Will list you with a LAM then.
This message was last edited by the GM at 22:53, Thu 01 Oct 2015.
Akarian Euclid
player, 1100 posts
O3 - 1st Lt
Knight
Thu 1 Oct 2015
at 22:56
  • msg #359

Re: At the moment..

Kitten:
You were listed with a 30ton Valkyrie - QA on your paperwork.

Will list you with a LAM then.


Ah well full sheet and minor character changes are in the roll call thread. Should be good to go, even if dropping mods for this mission.
Kitten
GM, 7049 posts
Thu 1 Oct 2015
at 22:57
  • msg #360

Re: At the moment..

no mods for first mission.

will look over characters and mods while mission is in progress, and if it's all approved it'll be ready for second mission.
Regina Arlington
NPC, 697 posts
R0 - Mechwarrior
Callsign - 'Siren'
Thu 1 Oct 2015
at 22:58
  • msg #361

Re: At the moment..

>.<

I shoulda took a commando.

LRM10s sux
Akarian Euclid
player, 1101 posts
O3 - 1st Lt
Knight
Thu 1 Oct 2015
at 22:58
  • msg #362

Re: At the moment..

Are conventional units sitting out 1st mission as well?
Kitten
GM, 7050 posts
Thu 1 Oct 2015
at 23:25
  • msg #363

Re: At the moment..

Will allow them, they have a gunnery of 4 / Pilot of 5.

Nothing special about the conventional.

Need to tell me if you have anything here, cause i'm not ready to sift through all that paper to find it.
Akarian Euclid
player, 1102 posts
O3 - 1st Lt
Knight
Thu 1 Oct 2015
at 23:28
  • msg #364

Re: At the moment..

Kitten:
Will allow them, they have a gunnery of 4 / Pilot of 5.

Nothing special about the conventional.

Need to tell me if you have anything here, cause i'm not ready to sift through all that paper to find it.


Here you go Kitten, mods removed from the LAM below for ease.


Akarian Euclid
Knight



2 fp
2fp ~ Unspent

Shoot on the fly
Reduce the movement penalty by one
while flying (not jumping) in LAM mode.
Effective Weight 20 tons

Gunnery 5 (d7 w/Energy)
Pilot   6
Scout   7
Leader  3
Edge    0


5/8/5 Mech Movement
2/3/15 LAM Movement

10 Heat Sinks

RA Medium Laser
CT Small Laser
LA Medium Laser

Equipment Cost x1.75
Repair modifier x1.20
H    6a    (3i)
CT   8a(4)( 6i)

RT   7a(3)( 5i)
LT   7a(3)( 5i)

RA   6a    (3i)
LA   6a    (3i)

RL   7a    (4i)
LL   7a    (4i)
H
CT JJ SL

RT HS HS JJ JJ
LT HS HS JJ JJ

RA S U L H ML
LA S U L H ML

RL H U L F HS
LL H U L F HS 
Armed Ferret ~ Bishop

12 Cruise
18 Flank

+2 tn to Merc Weight
Regular Pilot

Gunnery tn4+
Pilot   tn5+
Scout   tn10+
Front  2 (1i)
Right  2 (1i)
Left   2 (1i)
Back   1 (1i)
Rotor  2 (1i)
SRM 2       (Front)
SRM(8)Ammo   (Body)
Armed Ferret ~ Rook

12 Cruise
18 Flank

+2 tn to Merc Weight
Regular Pilot

Gunnery tn4+
Pilot   tn5+
Scout   tn10+
Front  2 (1i)
Right  2 (1i)
Left   2 (1i)
Back   1 (1i)
Rotor  2 (1i)
SRM 2       (Front)
SRM(8)Ammo   (Body)

This message was last edited by the player at 15:48, Fri 02 Oct 2015.
Sean Reynolds
player, 794 posts
R2 - Sergeant
Callsign: Avenger
Fri 2 Oct 2015
at 00:36
  • msg #365

Re: At the moment..

Working to come up with something quick...
Kitten
GM, 7051 posts
Fri 2 Oct 2015
at 01:17
  • msg #366

Re: At the moment..

Akarian Euclid:
Here you go Kitten, mods removed from the LAM below for ease.



o.O

You do realize that LAM modifications are limitied, right?

ie.  You can only modify an amount equal to your tinker skill
Akarian Euclid
player, 1104 posts
O3 - 1st Lt
Knight
Fri 2 Oct 2015
at 01:26
  • msg #367

Re: At the moment..

Kitten:
Akarian Euclid:
Here you go Kitten, mods removed from the LAM below for ease.



o.O

You do realize that LAM modifications are limitied, right?

ie.  You can only modify an amount equal to your tinker skill

Yep, nothing special in mods department, Endo internals and additional ML added to arm.
All allowed w/o tinker. Just stripped from this listing for M20.
Mortimer Grissom
player, 171 posts
"Brick"
Fri 2 Oct 2015
at 05:11
  • msg #368

Re: At the moment..

Kitten, are you considering the Gauss Rifle advanced tech?
Jarold Harven
player, 166 posts
Fri 2 Oct 2015
at 05:38
  • msg #369

Re: OOC ~ 05/18/15

Kitten:
Jarold, what mech do you want?

I'm forming up Mission 20, and at a minimum i need to know Mechs and gunnery/pilots.


OK, stole an hour-ish away from folks in the house to go over things. Posted a build to the Role Call thread. Short version: Accuracy 5+, Physical 6+, Wasp WSP-1W (6/9/6)
Kitten
GM, 7052 posts
Fri 2 Oct 2015
at 11:27
  • msg #370

Re: At the moment..

Mortimer Grissom:
Kitten, are you considering the Gauss Rifle advanced tech?



Yes, normal list price for the big gun is 300kcb, double to 600kcb, plus the enforcers mech mod of 1.5 will make it 750kcb to purchase and install the monster.

After buying the enforcer that's a notable cost to absorb.
Mortimer Grissom
player, 172 posts
"Brick"
Fri 2 Oct 2015
at 13:14
  • msg #371

Re: At the moment..

:)
Worth it.
Akarian Euclid
player, 1105 posts
O3 - 1st Lt
Knight
Fri 2 Oct 2015
at 14:16
  • msg #372

Re: At the moment..

Kitten are targeting computers available? I had assumed the list of advanced tech was restricted to the list in Role Call, but double checking now since I've been asked about them, and Gauss Rifle wasn't on the list.
Kitten
GM, 7053 posts
Fri 2 Oct 2015
at 15:20
  • msg #373

Re: At the moment..

No, they're conjecture.

They dont make a show till the clans do, so they're not considered 'advance', but the next step up, which is conjecture.
Akarian Euclid
player, 1106 posts
O3 - 1st Lt
Knight
Fri 2 Oct 2015
at 15:24
  • msg #374

Re: At the moment..

Okay cool, thanks.

Also Joaquin has a character and initial mech up in Role Call now, so he should be able to make it into one of the M20s. (Fire Jav)
This message was last edited by the player at 15:25, Fri 02 Oct 2015.
Kitten
GM, 7054 posts
Fri 2 Oct 2015
at 15:29
  • msg #375

Re: At the moment..

Yes the Wasp and Javelin are both 6/9 ish so they're going to travel with you.

Regina will lance with Lucius.

You do have an issue, in that you have have 5 mechs though, so, someone is going to be rolling initiative without the benefit of leadership.
Kitten
GM, 7055 posts
Fri 2 Oct 2015
at 15:30
  • msg #376

Re: At the moment..

Actually... I'll move Teri to Lucius lance, and you can take Regina, she has lonely road and doesnt mind being without a lance which works out.
Akarian Euclid
player, 1107 posts
O3 - 1st Lt
Knight
Fri 2 Oct 2015
at 15:31
  • msg #377

Re: At the moment..

Kitten:
Actually... I'll move Teri to Lucius lance, and you can take Regina, she has lonely road and doesnt mind being without a lance which works out.

Sounds good, also remember to update Hammer to have me in the Wasp LAM, otherwise Op Force tonnage is 10 tons off.
Kitten
GM, 7056 posts
Fri 2 Oct 2015
at 15:47
  • msg #378

Re: At the moment..

Last call for conventionals.

Regina is bringing a TB Gunship, and Akarian is bringing two ferrets.

Luc, no money for conventionals?

Sean if you bought a level of rank, you can pick one up too.

Not sure if anyone else has rank to get conventional support.

Can always pick up a squad of infantry, but not sure how useful that'll be in the next mission.
Lucius McMurphy
NPC, 1881 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 2 Oct 2015
at 15:55
  • msg #379

Re: At the moment..

No rank.  No conventional units.
Kitten
GM, 7057 posts
Fri 2 Oct 2015
at 16:46
  • msg #380

Re: At the moment..

That's rare.

o.O

That means Sean actually is the ranking officer.
Kitten
GM, 7059 posts
Fri 2 Oct 2015
at 16:51
  • msg #381

Re: At the moment..

Looks like Damien is back too.

If he's in his blackjack again, will put him in with Luc, and move Teri back to the Hammer mission.
Lucius McMurphy
NPC, 1882 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 2 Oct 2015
at 17:09
  • msg #382

Re: At the moment..

After the insanity of auction bids I just would take noble/leadership for my rank.

You dropped leadership and Luc definitely isn't noble material.  Add to it I need x-tech more than rank and want energy spec and I'm not bug warrioring it.  No options to buy rank.

I like its abilities but if I'm not gonna take it just to take it.  Rather have a good ride...course with no mods it's far less useful...
Kitten
GM, 7060 posts
Fri 2 Oct 2015
at 17:16
  • msg #383

Re: At the moment..

Yeah, well everyone is playing in unmodified mechs.  Consider it the twist for the mission if you want.  It's pretty straight forward otherwise.

Get out there grind them to dust, and try not to blow them up too badly cause salvage is going to be really good, but there wont be any combat bonus.


ie.
If you manage to salvage the unit, 1/4 goes to the person getting the kill, 1/4 goes to the unit.
If you destory the unit.  No one gets any extra CB.

This does not affect xp.
Kitten
GM, 7061 posts
Fri 2 Oct 2015
at 17:18
  • msg #384

Re: At the moment..

Sean and Jarold are out of town and will be late to the mission, so they'll miss turn one of the mission, being late to wake, or slow to be battle ready.
Kitten
GM, 7063 posts
Fri 2 Oct 2015
at 19:31
  • msg #385

Re: At the moment..

If i dont see a character sheet, your gunnery is 5, Pilot is 6, Scout is 10+ and Leadership is 0
Damien Cole
player, 143 posts
Storm
Fri 2 Oct 2015
at 20:14
  • msg #386

Re: At the moment..

Hey everyone I am working on getting my character straight and back into the game.  I took an unintentional 2 months off so I feel there is alot I missed.

What would I need to do to get setup and ready for the next mission?
Kitten
GM, 7064 posts
Fri 2 Oct 2015
at 20:19
  • msg #387

Re: At the moment..

Pick a character archetype and give me a mech is the fast start.

If you cant give me a character sheet your gunnery/pilot is 5/6 till you do.

It can happen in mid mission where it finally clicks and you understand your new ride.

If you know you want to be in a hatchetman that's fine, they're a good fixer upper, but the first mission is in an unmodified mech.  So if you want a Hatchetman it'll be unmodified on the first mission.
This message was last edited by the GM at 20:20, Fri 02 Oct 2015.
Jarold Harven
player, 167 posts
Sat 3 Oct 2015
at 01:55
  • msg #388

Re: At the moment..

The M20 thread lists Jarold in a Wasp-1A, he should be in a 1W.
Kitten
GM, 7067 posts
Sat 3 Oct 2015
at 13:14
  • msg #389

Re: At the moment..

My bad, will make the edits sometime today.
Mikael Blomquist
player, 494 posts
Call sign: Viking
Srms
Sun 4 Oct 2015
at 18:58
  • msg #390

Re: At the moment..

 Morning Kitten, on my char sheet i have listed energy weapon spec(2d7) is that still applying for this new version of the game?.
Kitten
GM, 7078 posts
Sun 4 Oct 2015
at 18:59
  • msg #391

Re: At the moment..

yes.
Joaquin Cortez
player, 462 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Sun 4 Oct 2015
at 19:12
  • msg #392

Re: At the moment..

Thanks for clarifying that.
Kitten
GM, 7080 posts
Sun 4 Oct 2015
at 20:53
  • msg #393

Re: At the moment..

uhm... uh... clarifying what?

o.O
Joaquin Cortez
player, 463 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Sun 4 Oct 2015
at 20:58
  • msg #394

Re: At the moment..

The numbers on my stats. You wanted to keep that board clear so I posted here.
Kitten
GM, 7081 posts
Sun 4 Oct 2015
at 21:01
  • msg #395

Re: At the moment..

Ah~ okay

Damien, last call, about to slot you into the mission in a Hatchetman, unless you tell me otherwise.
Damien Cole
player, 144 posts
Storm
Tue 6 Oct 2015
at 02:44
  • msg #396

Re: At the moment..

Go ahead.  I was messing around with options, but I keep coming back to this one. I am good with it.
Joaquin Cortez
player, 464 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Tue 6 Oct 2015
at 16:07
  • msg #397

Re: At the moment..

Joaquin Cortez:
Joaquin Cortez
Callsign: WarDog
Mech: Fire Javelin JVN-10F
Archetype: Noble/Unit Commander

100xp for Accuracy 3 (5+ roll)       Rank             :   1 - (Mechwarrior)
 50xp for Physical 2 (6+ roll)       Leadership Rating:   2
 50xp for Mental   2 (6+ roll)       Prestige Value   :   0
                                     Pay Modifier     :   9 (7+0+2)
                                     Availability Mod.:  +1
 25xp 1 Edge

 75xp 2 Close Assault Tactics
 15xp ~ Close and Personal  {May use CAT with weapons that have a range of 6-}
 35xp ~ Knife Fighter       {May use CAT with weapons that have a range of 9-}

 25xp 1 Medium Mech Specialist {+1 Pilot skill for 25 and 30 ton mechs}

  00xp 0 Experience

Experience Records
350xp Noble/Unit Commander (800xp Max)
 00xp Auctions
 25xp Promotions (per XO)
 16xp Experience
381xp Available / 375xp Spent

8fp - Mulligan Bonus

Bank Records
Current total ~ Adjustment   (Base monthly Pay 20,000 cb)
0 000 000 cb + 3 200 000 cb   Starting Character
3 200 000 cb - 2 361 840 cb   Fire Javelin JVN-10F (2,361,840)
0 838 160 cb +   160 000 cb   Mulligan Bonus
0 998 160 cb -   100 000 cb   Rank 1
0 898 160 cb -   120 000 cb   1.5 tons of Endo Steel
0 778 160 cb -   420 000 cb   4 IS DHS
0 358 160 cb -     5 000 cb   .5 tons of Standard Armor
0 353 160 cb - - --- --- cb   Removal of Head Single Heat Sink
0 --- --- cb - - --- --- cb   Removal of 4 Single Heat Sinks in Torsos
0 --- --- cb - - --- --- cb   Install 1 IS DHS in each Side Torso
0 --- --- cb - - --- --- cb   Install 1 IS DHS in each Arm
0 --- --- cb - - --- --- cb   Install 1.5 tons of Endo Steel
0 --- --- cb - - --- --- cb   Install .5 tons of Standard Armor
0 --- --- cb ~ Current Bank

WORK IN PROGRESS, WILL EDIT WHEN NUMBERS ARE CORRECT




Joaquin Cortez
WarDog


8FP

Gunnery 5 (3 CAT)
Pilot   6 (5 Specialist)
Scout   8
Leader  1
Edge    1

6/9/6 Movement

12 Heat Sinks

RT Medium Laser
RT Medium Laser
LT Medium Laser
LT Medium Laser

Repair modifier x1.40
H    9a    (3i)
CT  14a(5)(10i)

RT  10a(4)(7i)
LT  10a(4)(7i)

RA  10a   (5i)
LA  10a   (5i)

RL  14a   (7i)
LL  14a   (7i)
H Empty
CT JJ JJ

RT DHS*2 ML ML Endo*6
LT DHS*2 ML ML Endo*6

RA S U L H DHS*2 Endo*4
LA S U L H DHS*2 Endo*4

RL H U L F JJ JJ
LL H U L F JJ JJ


Just noticed the original Leadership is 2 up top, but my stats says 1 in Leadership. Am I missing something?
Akarian Euclid
player, 1111 posts
O3 - 1st Lt
Knight
Wed 7 Oct 2015
at 00:48
  • msg #398

Re: At the moment..

Mental / 2 is being used for leadership now.
Kitten
GM, 7088 posts
Wed 7 Oct 2015
at 15:43
  • msg #399

Re: At the moment..

Missions... sort of... up and running.

Get busy.

Will update character sheets as i go, so pay attention to the OOC thread for questions by me.

If you havent submited a sheet to me, i will make a default mechwarrior of some sort appropriate for your mech.
Joaquin Cortez
player, 465 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Wed 7 Oct 2015
at 16:18
  • msg #400

Re: At the moment..

Then I need my Leadership adjusted to 2. Just wanted to make sure I didn't mess something up in the transition. Thanks.
Akarian Euclid
player, 1112 posts
O3 - 1st Lt
Knight
Wed 7 Oct 2015
at 16:20
  • msg #401

Re: At the moment..

Joaquin Cortez:
Then I need my Leadership adjusted to 2. Just wanted to make sure I didn't mess something up in the transition. Thanks.

No, 1 is correct, same as for me. You would need a mental of 4 to get leadership of 2 now. (Nothing else counts towards leadership)
Kitten
GM, 7102 posts
Wed 7 Oct 2015
at 16:20
  • msg #402

Re: At the moment..

Joaquin Cortez:
Then I need my Leadership adjusted to 2. Just wanted to make sure I didn't mess something up in the transition. Thanks.


Your leadership is one.

(half your mental stat, rounded down.)
Joaquin Cortez
player, 466 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Wed 7 Oct 2015
at 16:21
  • msg #403

Re: At the moment..

Mental divided by 2 then. Thought that was my Mental of 2. ;)
Joaquin Cortez
player, 467 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Wed 7 Oct 2015
at 16:23
  • msg #404

Re: At the moment..

Then I should be good to go stats wise. Just need to go over the cost of moving the equipment around to fit the requirements.
Kitten
GM, 7103 posts
Wed 7 Oct 2015
at 16:54
  • msg #405

Re: At the moment..

working on characters, and purchase of mechs, will worry about mech mods after i have everyones character and mech selection on the books.

Got Damien and Mortimer done so far.
Mikael Blomquist
player, 495 posts
Call sign: Viking
Srms
Wed 7 Oct 2015
at 18:04
  • msg #406

Re: At the moment..

Lucius and i are tweaking the char and mech's final tweaks.
Regina Arlington
Player, 703 posts
R0 - Mechwarrior
Callsign - 'Siren'
Wed 7 Oct 2015
at 20:13
  • msg #407

Re: At the moment..

Sean looks an awful lot like Adam...

So Regina's going to think Sean is Adam...with a different name... or face... or something...
Mortimer Grissom
player, 175 posts
"Brick"
Sun 11 Oct 2015
at 01:54
  • msg #408

Re: At the moment..

I'm now a bigger fan of MWO if only for the fact that I was able to create the version of ENF-4R that Mort is driving plus the paint scheme I wanted. I should have done the same for Svend.
Lucius McMurphy
Player, 1883 posts
NCO1 - Corporal
Callsign - 'Burner'
Mon 12 Oct 2015
at 01:21
  • msg #409

Re: At the moment..

After a trio of Migraines, and two computers dying I'm working off an eight year old laptop.

So...

Catching up on things, sorry for the slow start on my end.
Mikael Blomquist
player, 496 posts
Call sign: Viking
Srms
Mon 12 Oct 2015
at 01:35
  • msg #410

Re: At the moment..

 That doesnt sound like fun but it might sound like the way happens now and then. Still hope it gets better then it is now.

 #answer to Lucius. Msg # 409
Akarian Euclid
player, 1138 posts
O3 - 1st Lt
Knight
Sat 19 Dec 2015
at 07:00
  • msg #411

Re: At the moment..

Sorry all been and more and more preoccupied with life issues going on, since moving again. Will catch up posts and M20 tomorrow.
Kitten
GM, 7123 posts
Sat 19 Dec 2015
at 14:32
  • msg #412

Re: At the moment..

No worries, be aware all that i plan to start a new mission shortly after the new year.

Incomplete missions will be reviewed and summerized by me at that point.

Till then, happy holidays all.
Mikael Blomquist
player, 510 posts
Call sign: Viking
Srms
Sat 30 Jan 2016
at 14:56
  • msg #413

Re: At the moment..

 How is everyone?. Were i live we are looking at some rain finally, so that is good.
Teri Knight
player, 479 posts
Jenner, P5, G4
Callsign: Kate
Sat 30 Jan 2016
at 19:58
  • msg #414

Re: At the moment..

We've been playing Fallout 4.
Mortimer Grissom
player, 191 posts
"Brick"
Sat 30 Jan 2016
at 22:57
  • msg #415

Re: At the moment..

More like living it.
Adam Carlyle
NPC, 517 posts
O4 - Captain
Solid Slug
Mon 1 Feb 2016
at 13:41
  • msg #416

Re: At the moment..

Waiting for my extra paycheck month to finally roll around so I can snag the system so I can finally play.  It's been torture since I dropped the coin on the collectors pre-order long, long ago and it's been tauntingly staring at me on my shelf cause my Black Friday/Christmas plans where thwarted with actual expenses that precluded blowing cash on the machine.
Kitten
GM, 7129 posts
Thu 4 Feb 2016
at 19:16
  • msg #417

Re: At the moment..

Apologies for the campaign stalling.

Its in no small part an issue on my side, since my father passed, things have gone to hell.  I've had to help my mom deal with changing all the paper work from my dad to her name, as well as all the arrangements for the funeral and the emotional fallout that follows.

The campaign is actually built to allow survival for these instances with battle masters who are suppose to fill in, but we've had one resign over the holidays and the mission wrap up is in my to do list.  If you still want to resign, i'm good with it, i have posted a wrap up and will be actually moving on to the next mission soon.


I actually have the next few missions pre planned out, but finding time to do the actual bookkeeping is a serious snafu.


The solution for this is actually sort of simple, i'm going to do away with the nickel and dime bookkeeping, since it's killing me at the moment, and just put missions up to play.  Your character is still going to be your character, and i will focus work on making certain that much is at least done, but the paperwork on your mech, it's status and what you have to work with, is going to be seriously fudged.

You will get what you get to pilot, and hopefully you will forgive me if it's not too close to what you want to pilot.  It's just a necessary evil to get the campaign back on the rails and moving again, the other option is to let it languish, and wait for me to find time to do it proper which may be a very far way off.

I know, roleplaying may not be on the short list of things you like to do in this campaign, but for the next few days i'll be putting up a RP thread to set up the status of what's happening in the campaign, and i really need peeps to participate on it, so i know who's still playing.

~ * Hugs * ~

Really way the hell off the pace i usually keep for the campaign, and the smart thing to do might be to close the campaign down, but i think i have some really dedicated players here, and the player base has reduced to the point where i SHOULD be able to do the bookeeping in my sleep, if i werent otherwise so distracted.
Mikael Blomquist
player, 511 posts
Call sign: Viking
Srms
Thu 4 Feb 2016
at 22:18
  • msg #418

Re: At the moment..

 I will be around however you chose to do Kitten. I am good how ever you want to work it.
Teri Knight
player, 480 posts
Jenner, P5, G4
Callsign: Kate
Fri 5 Feb 2016
at 14:17
  • msg #419

Re: At the moment..

I'm also in for the duration, whatever that might be.
Sean Reynolds
player, 830 posts
R2 - Sergeant
Callsign: Firefly
Fri 5 Feb 2016
at 16:04
  • msg #420

Re: At the moment..

I'll stick around!
Mortimer Grissom
player, 192 posts
"Brick"
Fri 5 Feb 2016
at 18:05
  • msg #421

Re: At the moment..

Count me in!
Olaf Oleeson
player, 285 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Feb 2016
at 02:24
  • msg #422

Re: At the moment..

Hey everyone!  I see some old friends and new faces (or maybe just new characters hiding veteran players?)  Post-grad studies have made a valiant effort but thus far school has failed to kill me.  We are rounding out the end of the program and things have slowed down enough that I'm becoming re-accustomed to a strange alien concept; something called 'free-time'.

Luc: I'm looking at some options to come back into the game and considering the Bug Warrior archetype.  Kitten suggested that I pick your brain on the idea of playing a WSP-1A pilot.  Thoughts? Recommendations? Mockery?
Teri Knight
player, 482 posts
Jenner, P5, G4
Callsign: Kate
Thu 18 Feb 2016
at 02:48
  • msg #423

Re: At the moment..

Regina, I am paying attention.
Kitten
GM, 7133 posts
Thu 18 Feb 2016
at 02:49
  • msg #424

Re: At the moment..

noted.

If Olaf can settle on an identity and mech i will include him as a 4/5 pilot till i have hard stats on the pilot.
This message was last edited by the GM at 02:49, Thu 18 Feb 2016.
Lucius McMurphy
Player, 1910 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 18 Feb 2016
at 03:44
  • msg #425

Re: At the moment..

Good to see that it didn't drag you down Olaf :)

Wasp's make for fine machines as long as you realize that they are scout machines and have to engage on their own circumstances.  If they don't they get crushed by larger things.  Jarold engaged last mission a Grasshopper repeatedly from behind in his six small laser Wasp and tore it apart.  If Kitten has some Endo and double heat sinks lying around they can become decent energy beasts...but that's the key they are energy platforms unless you go really low profile AC/2 Lights and LRM5's when you get into mods.
Kitten
GM, 7139 posts
Thu 18 Feb 2016
at 15:29
  • msg #426

Re: At the moment..

Mission thread up.

you have a minimum of 48 hours before i close the thread to start Op Force placement.

After which you may roll initiative to start the first turn of combat.

I will be looser on the pacing for the first turn or two, since everyone is out of practice (myself included), but you can expect quicker, and more aggressive pacing that has become a standard of the campaign after things shake out.  If you have questions, best ask them sooner than later.
This message was last edited by the GM at 15:30, Thu 18 Feb 2016.
Akarian Euclid
player, 1144 posts
O3 - 1st Lt
Knight
Thu 18 Feb 2016
at 16:57
  • msg #427

Re: At the moment..

Glad to see things starting back up, just saying hi.

I'm still watching what is happening over here occasionally.

Currently in the middle of a house buying offer, but some other parts of life are settling down into routine. Hoping to close and move late April, if enough things settle hoping I might be able to come back playing and possibly BMing around June now.

Anyways, carry on, and enjoy! I miss ya all :)
Regina Arlington
Player, 745 posts
R0 - Mechwarrior
Callsign - 'Siren'
Thu 18 Feb 2016
at 17:15
  • msg #428

Re: At the moment..

Miss ya, but i understand.

Life gets in the way sometimes, hope to see you down the line.
Olaf Oleeson
player, 286 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Feb 2016
at 23:45
  • msg #429

Re: At the moment..

In reply to Lucius McMurphy (msg # 425):

Thanks Luc, all makes sense to me.

Working through the new char sheet - I'll have it posted up shortly.  Are we still not allowed to roll for Endo and Ferro Fib during character creation?
Lucius McMurphy
Player, 1911 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 19 Feb 2016
at 00:47
  • msg #430

Re: At the moment..

The predicament that we had was our carefully laid out mods sat while RL kicked us in the privates.  So Kitten hand waved away the detail and gave us all some mods to our mechs for no cost...but also we didn't get to pick what they were to help keep down her bookkeeping overhead.  So best you decide your ride and where your XP goes and let Kitten tell you if the extra funds will sit or will find use.
Olaf Oleeson
player, 287 posts
NC-R1 Corporal
Callsign Berserker
Fri 19 Feb 2016
at 01:13
  • msg #431

Re: At the moment..

Beauty, I love the new approach... less number crunching for everyone.  Here is my Olaf reboot for audit and comment:

Olaf Oleeson
“Berserker”
Wasp WSP-1A
Bug Warrior Archetype


Attributes:
Accuracy - 4 (200xp)
Physical - 2 (50xp)
Mental - 2 (50xp)

Edge - 1 (300,000 cb)

Skills:
(1) Tactics - 1 (25xp)
(2) Physical Attacks - 1 (25xp)
(3) Hazard Checks - 1 (25xp)
(4) Light Mech Spec - 1 (25 xp) : Born to fly (15 xp)

Mech Perks 3fp (30,000 cb)
(1) Mech fu - in your face

Xp Record:
+ 400 Bug Warrior Archetype = 400
+ 20 character reboot = 420
- 300 Attributes = 120
- 100 Skills = 20
- 15 Born to fly = 5 xp

Bank:
+ 2,700,000 starting bank = 2,700,000
+ 200,000 character reboot = 2,900,000
- 1,646,640 mech WSP-1A = 1,053,360
- 300,000 Edge buy up = 753,360
- 30,000 Mech perks = 723,360 cb

Skill Check Base Tns:
Initiative 5+
Pilot 5+
Gunnery  4+
Scout 8+

Edit: wasn't sure if I could buy rank using this archetype.  If I can, I'll shell out the 100K for another 25xp...
This message was last edited by the player at 01:15, Fri 19 Feb 2016.
Kitten
GM, 7141 posts
Fri 19 Feb 2016
at 03:34
  • msg #432

Re: At the moment..

Your Wasp mods...
Drop SRM 2 and ammo ~> +1 ton Armor and ML in LA


If youre willing to name your Wasp, you may also
Add Endo (gain one ton for what you please) or convert (2) HS (RT/LT) to (2) IS HS.


Go place your self on the mission map.


Actually...
(EVERYONE SHOULD PLACE THEM SELVES ON THE MISSION MAP)
This message was last edited by the GM at 03:35, Fri 19 Feb 2016.
Olaf Oleeson
player, 288 posts
NC-R1 Corporal
Callsign Berserker
Fri 19 Feb 2016
at 04:32
  • msg #433

Re: At the moment..

Great Kitten. I'll dub this bug "Grendel" and take the HS upgrades.

I don't think I have access to the mission thread.
Kitten
GM, 7142 posts
Fri 19 Feb 2016
at 12:53
  • msg #434

Re: At the moment..

My bad, you should now.
Olaf Oleeson
player, 289 posts
NC-R1 Corporal
Callsign Berserker
Fri 19 Feb 2016
at 18:35
  • msg #435

Re: At the moment..

I can see it now.  Will post up my starting hex and facing shortly.

Since I've got that 700K cb burning a hole in my pocket can I spend 200K on Sergeant stripes (rank buy up)?  If I can I'll pick-up Shoot on the Fly with the extra xp.
Kitten
GM, 7144 posts
Fri 19 Feb 2016
at 18:45
  • msg #436

Re: At the moment..

If you have the leadership/noble to back it, sure.
Kitten
GM, 7145 posts
Fri 19 Feb 2016
at 18:46
  • msg #437

Re: At the moment..

You do realize, the infantry is pretty effective this mission, each point of damage they inflict is a dead bug, so at full strength a squad can kill two bugs each.  That's as much damage as some of the mechs...

Withdrawing them early is going to dramatically reduce your DPS
This message was last edited by the GM at 18:47, Fri 19 Feb 2016.
Lucius McMurphy
Player, 1915 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 19 Feb 2016
at 18:52
  • msg #438

Re: At the moment..

Really?

I figured that since they were laser troops they'd follow the same line as energy weapons.  1 dead bug per 7 man team.  And they need to let those bugs get really close being infantry...infantry that can only run 1 hex a round while the bugs can walk 2 or run 3 and run them down like a bad (or good) rendition of Starship Troopers...
Olaf Oleeson
player, 292 posts
NC-R1 Corporal
Callsign Berserker
Fri 19 Feb 2016
at 18:57
  • msg #439

Re: At the moment..

In reply to Kitten (msg # 436):

No need to put up a pair of bars and fill up my evenings with all them fancy dress shindigs in the officers' mess.  I'm more than happy to stay a non-com.  Mental 2 / Tactics 1 should meet the pre-requisites all the way up to Staff Sergeant or am I misreading the table?
Lucius McMurphy
Player, 1916 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 19 Feb 2016
at 19:01
  • msg #440

Re: At the moment..

She's almost never allowed the non-com buy up at start to my remembrances.  Those have come in-game.
Kitten
GM, 7146 posts
Fri 19 Feb 2016
at 20:51
  • msg #441

Re: At the moment..

Luc is correct.

Infantry damage is always full damage to other infantry.

Seven infantry men shooting seven times, kill two men, seems about right?

If they were armed with MGs they would get a MG bonus though.
Lucius McMurphy
Player, 1918 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 19 Feb 2016
at 21:01
  • msg #442

Re: At the moment..

Ahh the standard kill 2d6 men cause it's a lot of flying lead bonus.  Got it.

Still could use them, just a little later in the mission is my thought.
Kitten
GM, 7147 posts
Fri 19 Feb 2016
at 21:23
  • msg #443

Re: At the moment..

count five on the map, Teri seems to be missing of the ones i expected, she'll be late reinforcements then if she doesnt check in.

intiative starts tomorrow, after i place the ants you get to roll initiative.
Lucius McMurphy
Player, 1920 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 19 Feb 2016
at 21:28
  • msg #444

Re: At the moment..

She asked in the ready room today about where would be a good place to drop so maybe she'll get it to you later tonight.
Kitten
GM, 7148 posts
Fri 19 Feb 2016
at 21:53
  • msg #445

Re: At the moment..

That's fine, i'm posting ants in the morning if she's not ready, she starts on the SE dropship.
Mortimer Grissom
player, 196 posts
"Brick"
Fri 19 Feb 2016
at 21:57
  • msg #446

Re: At the moment..

Can we stomp the ants if they try to swarm? What is the procedure going to be for kicking a swarm?
Lucius McMurphy
Player, 1921 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 19 Feb 2016
at 22:05
  • msg #447

Re: At the moment..

I imagine if they swarm the option is the same as if you were dealing with an infantry swarm.

You can use your physical round to 'brush' them off.  You get two PSR's, one for each arm, as long as you fired no arm mounted weapons adding a +4 to each roll in addition to any other mods.  A successful roll forces them off and the infantry take punch damage and most importantly...unlike non-infanty weapon attacks against conventional infantry the damage is applied as if from another infantry unit...aka full damage.

Say they swarm my Hawk, I brush them off with my large battle fists and they take 6 damage aka 6 of them die.

Problem with that of course is the swarm is in the firing phase and they could do an internal crit that makes your life a living hell...even if you do crush them all after the fact.

Mind...

That is how Total Warfare deals with it for infantry.  These things aren't infantry par-say so our fists might not be as good against them...well at least the ones that actually have fists ;)
Kitten
GM, 7151 posts
Sat 20 Feb 2016
at 17:18
  • msg #448

Re: At the moment..

Regarding swarms, mostly what Luc said.
These things are faster... stronger... and cling much better than infantry naturally.

Complete rules wont be revealed till it actually happens, but really... really... really... you dont want to be the guinea pig to discover the rules.


In addition, just cause it's good roleplaying, i will let mechs 'step on' ants (ie Kick) that are at range one.  Regardless of size or weight you only get to kill one ant, but you never know, when killing that last ant can be handy.




added a more complete unit store.

You are far far far far away from home.

ALL UNIT MODS... will be done using the inventory available at...

link to a message in this game

Effectively,
Presume normal armor/internals is not an issue till i say otherwise.
Presume standard ammo is not an issue till i say otherwise.

After this mission you will be allowed to modify your mechs a little using these stores.
ie.
1)  You of course must follow the standard campaign guidelines on allowed modifications.
2)  You may remove one piece of equipment on your mech.
3)  Using (as a unit) the stores available you may mount new equipment on your mech.
4)  Your first change ammo is not considered a modification.
5)  Changing more than one type of ammo is considered a modification.

This message was last edited by the GM at 17:22, Sat 20 Feb 2016.
Teri Knight
player, 485 posts
Jenner, P5, G4
Callsign: Kate
Sun 21 Feb 2016
at 03:28
  • msg #449

Re: At the moment..

I hate to be a bother but how badly did I miss my drop to land in 1511 instead of my specified 0511?
Lucius McMurphy
Player, 1924 posts
NCO1 - Corporal
Callsign - 'Burner'
Sun 21 Feb 2016
at 03:43
  • msg #450

Re: At the moment..

*chuckles*

Pretty bad.  Kitten?
Kitten
GM, 7152 posts
Sun 21 Feb 2016
at 05:22
  • msg #451

Re: At the moment..

Sue me, i slipped a decimel, presume youre in the correct hex for movement (or non movement)
Lucius McMurphy
Player, 1925 posts
NCO1 - Corporal
Callsign - 'Burner'
Sun 21 Feb 2016
at 20:39
  • msg #452

Re: At the moment..

Mmm I would start up the firing but I don't know where anything moved.  Map is still the old one for the moment unless I'm mistaken ;)
Kitten
GM, 7154 posts
Sun 21 Feb 2016
at 22:25
  • msg #453

Re: At the moment..

They're low and in the foilage giving them cover too, so they get a +1 def modifier

Fixed, they're moving along fast enough to get a +1 Def modifier.
Kitten
GM, 7155 posts
Mon 22 Feb 2016
at 17:34
  • msg #454

Re: At the moment..

half the turns look to be in, will grant another 24 hours for players to get turns in.

If you have no fires, please note as much,and roll initiatiive, so that i know you've checked in and i can move on.
Kitten
GM, 7156 posts
Wed 24 Feb 2016
at 03:00
  • msg #455

Re: At the moment..

Distracting day, will update tommorrow, apologies.
Olaf Oleeson
player, 295 posts
NC-R1 Corporal
Callsign Berserker
Wed 24 Feb 2016
at 03:22
  • msg #456

Re: At the moment..

No worries Kitten.  Happens to me all the time :)
Kitten
GM, 7157 posts
Wed 24 Feb 2016
at 19:43
  • msg #457

Re: At the moment..

double checked my notes three times, i believe, Sean's move is a walk of 5 movement points, so i'm going to back him up a hex to 0610ne.
Kitten
GM, 7160 posts
Wed 24 Feb 2016
at 20:23
  • msg #458

Re: At the moment..

I dont think it's possible, but you have to come as close to killing 20 ants a turn to 'break even'.

The Freelancers will need to kill around 3 Ants for each Freelancer.  Killing more is a bonus, killing less means you're letting them amass a nice tidy swarm to do some serious damage when they zerg rush you.
Olaf Oleeson
player, 296 posts
NC-R1 Corporal
Callsign Berserker
Wed 24 Feb 2016
at 20:54
  • msg #459

Re: At the moment..

Does the green foliage count as Lt Wood (+1) or Hvy Wood (+2) for Terrain Def Mod?
Kitten
GM, 7161 posts
Wed 24 Feb 2016
at 21:18
  • msg #460

Re: At the moment..

Counts as Light Woods for movement and weapon fire.

(Though ants crawl through them as if they were clear terrain)
This message was last edited by the GM at 21:18, Wed 24 Feb 2016.
Sean Reynolds
player, 835 posts
R2 - Sergeant
Callsign: Firefly
Wed 24 Feb 2016
at 21:59
  • msg #461

Re: At the moment..

In reply to Kitten (msg # 457):

1610NE is where I had planned to end my move originally.
Lucius McMurphy
Player, 1928 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 24 Feb 2016
at 22:58
  • msg #462

Re: At the moment..

Should there not be more dead ants?

I killed 5 out of D

Mort killed another 1 in the same grouping, D

Teri killed 2 out of B
Kitten
GM, 7162 posts
Wed 24 Feb 2016
at 23:27
  • msg #463

Re: At the moment..

My bad, at a skim, i didnt see any hits, please be certain to bold, or highlight or something hits that kill ants, and which groups you shot up...

Next map will be updated.
This message was last edited by the GM at 23:28, Wed 24 Feb 2016.
Lucius McMurphy
Player, 1929 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 25 Feb 2016
at 03:18
  • msg #464

Re: At the moment..

Ants to this point after Olaf (Kills 2 in G), ComStar (Kills 1 in D, 3 in B, 2 in G), Luc (Kills 1 in G, 2 in H), Mikael (Kills 1 in A), Sean (Kills 2 in A) and Teri (Kills 3 in A)...

D is dead
A has 1 ant left
B has 2 ants left
G has 2 ants left
H has 5 ants left

This message was last edited by the player at 01:50, Sat 27 Feb 2016.
Kitten
GM, 7163 posts
Mon 29 Feb 2016
at 16:52
  • msg #465

Re: At the moment..

Will confirm shortly, coming off a busy weekend, having lunch now, will try and update after lunch.
Kitten
GM, 7166 posts
Mon 29 Feb 2016
at 17:32
  • msg #466

Re: At the moment..

Turn Three updated.

For those of you that wanted something more challenging, something larger and more challenging on the map now, so no longer shooting fish in a barrel.
Lucius McMurphy
Player, 1934 posts
NCO1 - Corporal
Callsign - 'Burner'
Mon 29 Feb 2016
at 17:39
  • msg #467

Re: At the moment..

:P

We like less challenging.   Bad carpenter ant...

Right.

Revamped Initiatives for simplicity sake from what I can tell...

ComStar still Looses
Luc now Looses
Teri still Looses...though how she lost on a 9 is beyond me in the first place


Olaf still Passes
Sean still Passes


Mikael still needs to roll.
Mort still needs to roll as he stood there in shock and didn't fire.

Kitten
GM, 7167 posts
Mon 29 Feb 2016
at 18:02
  • msg #468

Re: At the moment..

(shrugs)

^.^

on the bright side, i reduce the length the mission runs by one turn for each turn, they show up, so thats a plus.
Lucius McMurphy
Player, 1935 posts
NCO1 - Corporal
Callsign - 'Burner'
Mon 29 Feb 2016
at 18:04
  • msg #469

Re: At the moment..

*chuckles*

Our beneficent overlord at work.  I'll get you some catnip after this mission ends ;)
Mikael Blomquist
player, 520 posts
Call sign: Viking
Srms
Mon 29 Feb 2016
at 18:09
  • msg #470

Re: At the moment..

 Bad Mikael...

10:08, Today: Mikael Blomquist rolled 8 using 2d6 with rolls of 2,6.  initiative TN/*9*. Fail
This message was last edited by the player at 18:22, Mon 29 Feb 2016.
Kitten
GM, 7168 posts
Mon 29 Feb 2016
at 19:04
  • msg #471

Re: At the moment..

Turns dont count for Def mod, so you only have a +1 Def mod Mik
Mikael Blomquist
player, 522 posts
Call sign: Viking
Srms
Mon 29 Feb 2016
at 19:05
  • msg #472

Re: At the moment..

 Ok, gotcha.
Kitten
GM, 7169 posts
Wed 2 Mar 2016
at 16:09
  • msg #473

Re: At the moment..

* checks watch *

You know what time it is?

Maybe it's time to pack it in and close the shop.

Been fighting it to the bitter end, but really, perhaps it's time to pack it in.

We've had a VERY good run, nearly tripling the number of post from the original Wild Stallions campaign, but I'm thinking that maybe it's time to call it a day.

I assure you, that this is not forever.  This is just a long hiatus to let me detox the battletech out of my system, its honestly long overdue.

I already have thoughts on what to do for the next campaign...

Prequel concept, backtrack the timeline to around 2577 to 2597.  The Star League Army has not made their exodus away from known space, and it is the time period of the Reunification wars.  We play out the point of view of one of the Periphery States during this time period, and their struggle to remain free under the press of the Inner Sphere to unite known space under a single rule.  http://www.sarna.net/wiki/Reunification_War

Continue the timeline we've started but move the focus of the campaign to Solaris.  Each player represents one character working for the house of their choice.  The campaign would be more roleplaying focused, with the occassional punctuation of combat that's to be expected.  Solaris combat rules would be used, which is interesting when mixed with the modification limits that i impose on allowed modifications of mechs.  The machine gun monsters that dominate the arenas would be harder to create... or at least i think they would.

Advance the timeline, to ... yes... the clan invasion.  Players would be from the Rasalhague Republic, and lined up directly to be in the way of the Clan invasion.  A few missions would occur before this happens, where they are dealing with occupation by House Kurita, and the advances of the Lyran House before finally liberating themselves from both and claiming their independence.  Timeline would put this campaign around the mid to late 3040's.

I have no timeline at this point to actually start the next campaign, but i'm willing to hear current players interest on what they would like to see, and will promise to drop private notes to you when i am ready to start the next campaign.
This message was last edited by the GM at 16:09, Wed 02 Mar 2016.
Mikael Blomquist
player, 523 posts
Call sign: Viking
Srms
Wed 2 Mar 2016
at 18:06
  • msg #474

Re: At the moment..

 I can feel and understand that a break is sometimes good, if it helps Kitten find solid ground again..Good idea.

 As for the idea of starting a new campaign leading to the Clans..that sounds good to me when you are ready...and if i have a decent computer.. :-)

 I will be around Lord willing.
Lucius McMurphy
Player, 1938 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 2 Mar 2016
at 19:17
  • msg #475

Re: At the moment..

I would say either backwards to Reunification Wars or forwards to Clan based on how things have been going.  Though if we go back it'll shift some of our available mechs and shift us firmly back to 3025 flavor tech.
Sean Reynolds
player, 837 posts
R2 - Sergeant
Callsign: Firefly
Wed 2 Mar 2016
at 21:43
  • msg #476

Re: At the moment..

I would rather you take a break than burn out.

Below is my preference order for your listed options:
1) Solaris
2) SLDF / reunification
3) Clan invasion

Either way, send me a PM when you're ready to DM again.
Kitten
GM, 7170 posts
Wed 2 Mar 2016
at 22:50
  • msg #477

Re: At the moment..

Lucius McMurphy:
I would say either backwards to Reunification Wars or forwards to Clan based on how things have been going.  Though if we go back it'll shift some of our available mechs and shift us firmly back to 3025 flavor tech.



Remember that during the reunification wars, that the star league army was still around and that we were at our 'height'.

So 2750 mechs would be available, along with their tech, and such tech might even have been made to transfer at least in part to what is known as 3025 mechs.

If this is the campaign we go with, I'll note available tech changes.
Lucius McMurphy
Player, 1939 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 2 Mar 2016
at 23:45
  • msg #478

Re: At the moment..

ER Large lasers rolled around early 2600.  Same with Pulse Large.  Many of the classic Star League advanced weapons were developed after the Reunification Wars...least going RAW.  If we are part of the Periphery units it would be unlikely that we'd have that tech at all.  Even SLDF units wouldn't have it unless they were Elite Regiments.

But that's all classic game rather than your interpretation... ;)
Kitten
GM, 7171 posts
Wed 2 Mar 2016
at 23:46
  • msg #479

Re: At the moment..

most peeps seem to want to address the elephant in the room, and finally get to the clans.

I'm good with that, and will strat mulling over how to go about that for the next campaign.

Unlike this one, i think it'll have definite limits on how many peeps i allow, and i'll make an effort to make it more combined arms...

(waves)

Will start putting the ground work in for this, but it wont start for a few months is my guess.

If you peeps want to get a head start and come bum around in the OOC till i'm ready i'm willing to entertain the notion.
Kitten
GM, 7172 posts
Wed 2 Mar 2016
at 23:48
  • msg #480

Re: At the moment..

Lucius McMurphy:
ER Large lasers rolled around early 2600.  Same with Pulse Large.  Many of the classic Star League advanced weapons were developed after the Reunification Wars...least going RAW.  If we are part of the Periphery units it would be unlikely that we'd have that tech at all.  Even SLDF units wouldn't have it unless they were Elite Regiments.

But that's all classic game rather than your interpretation... ;)


Three out of Six of the current players seem to want to go 'clan' so I'll probably nudge in that direction, after years of dancing around them, i figure it's time to run a campaign with them in it, they make pretty good opposition, and it'll be fun to put together a bidding system to let Battlemasters bid against one another to have the chance to play the clans....
Kitten
GM, 7173 posts
Wed 2 Mar 2016
at 23:53
  • msg #481

Re: At the moment..

Will continue to bum around and keep this forum around, cause like the Wild Stallions campaign there are scads of reference material here that i may need some day.

As noted... I cant stress this enough... the campaign wont be starting for a few months, but for those of you with an interest to 'pre-order' your slots into the campaign, i'll add you if you like.

link to another game
This message was last edited by the GM at 23:53, Wed 02 Mar 2016.
Akarian Euclid
player, 1145 posts
O3 - 1st Lt
Knight
Fri 4 Mar 2016
at 20:25
  • msg #482

Re: At the moment..

Hmm well hell, this is sad to see, and I feel partly responsible to, even if Kitten has been flirting with burn out for months and months.

Still cool to see new creativity and interest sparking up slowly.
Kitten
GM, 7174 posts
Sat 5 Mar 2016
at 01:47
  • msg #483

Re: At the moment..

no worries luv, the campaign had a really really really long run.  nearly triple that of the Wild Stallions campaign by the message count.

Pretty sure, Wild Stallions and this one together passes mac's old campaign message count, so i must be doing something right, sometimes you just need to clear the campaign and start over fresh.
Mortimer Grissom
player, 200 posts
"Brick"
Sat 5 Mar 2016
at 03:21
  • msg #484

Re: At the moment..

I am sorry that I delayed the game. RL hit me hard. Have we decided to pause the game?
Kitten
GM, 7175 posts
Sat 5 Mar 2016
at 05:09
  • msg #485

Re: At the moment..

Kitten:
* checks watch *

You know what time it is?

Maybe it's time to pack it in and close the shop.

Been fighting it to the bitter end, but really, perhaps it's time to pack it in.

We've had a VERY good run, nearly tripling the number of post from the original Wild Stallions campaign, but I'm thinking that maybe it's time to call it a day.

I assure you, that this is not forever.  This is just a long hiatus to let me detox the battletech out of my system, its honestly long overdue.

I already have thoughts on what to do for the next campaign...

Prequel concept, backtrack the timeline to around 2577 to 2597.  The Star League Army has not made their exodus away from known space, and it is the time period of the Reunification wars.  We play out the point of view of one of the Periphery States during this time period, and their struggle to remain free under the press of the Inner Sphere to unite known space under a single rule.  http://www.sarna.net/wiki/Reunification_War

Continue the timeline we've started but move the focus of the campaign to Solaris.  Each player represents one character working for the house of their choice.  The campaign would be more roleplaying focused, with the occassional punctuation of combat that's to be expected.  Solaris combat rules would be used, which is interesting when mixed with the modification limits that i impose on allowed modifications of mechs.  The machine gun monsters that dominate the arenas would be harder to create... or at least i think they would.

Advance the timeline, to ... yes... the clan invasion.  Players would be from the Rasalhague Republic, and lined up directly to be in the way of the Clan invasion.  A few missions would occur before this happens, where they are dealing with occupation by House Kurita, and the advances of the Lyran House before finally liberating themselves from both and claiming their independence.  Timeline would put this campaign around the mid to late 3040's.

I have no timeline at this point to actually start the next campaign, but i'm willing to hear current players interest on what they would like to see, and will promise to drop private notes to you when i am ready to start the next campaign.

Olaf Oleeson
player, 298 posts
NC-R1 Corporal
Callsign Berserker
Sat 5 Mar 2016
at 16:34
  • msg #486

Re: At the moment..

Kitten, no matter which direction you decide to take the campaign, I'm up for continued play.  Looks like I better freshen up on my clan tech...
Mortimer Grissom
player, 201 posts
"Brick"
Sat 5 Mar 2016
at 17:10
  • msg #487

Re: At the moment..

I am also for the clan invasion, although the Solaris campaign could be fun. I wish you only the best going forward and I will stick around as long as it takes for you to recover
Kitten
GM, 7176 posts
Sat 5 Mar 2016
at 18:22
  • msg #488

Re: At the moment..

Mortimer Grissom:
I am also for the clan invasion, although the Solaris campaign could be fun. I wish you only the best going forward and I will stick around as long as it takes for you to recover


link to another game
Joaquin Cortez
player, 500 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Wed 13 Jul 2016
at 00:08
  • msg #489

Re: At the moment..

Sorry for the long hiatus.... my Grandfather got really sick and I dropped everything to go be with him. He's finally coming around and doing better, so I'm getting myself back in order. At his worse he was down to 75 pounds from around 200.

Hoping all is well with everyone.
Lucius McMurphy
Player, 1940 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 Jul 2016
at 00:46
  • msg #490

Re: At the moment..

I'm glad to hear that he's doing better now Joaquin.

Kitten is out for a bit due to her mother in-law being in an accident.  She was in the process of setting up a version of things where we are the attacking clans.  The link a few posts above will take you to the game if you are interested so you can see what it looks like.
Akarian Euclid
player, 1146 posts
O3 - 1st Lt
Knight
Wed 13 Jul 2016
at 06:17
  • msg #491

Re: At the moment..

Hey long time no see, really glad your grandfather is doing better. Hopefully you've likewise recovered from your operation.

Hope to see you in the new game, however it shakes out.
Reyvak
player, 1 post
Wed 13 Jul 2016
at 07:10
  • msg #492

Re: At the moment..

Btw, does the new game mean that the old one is totally dead?
Kitten
GM, 7177 posts
Wed 13 Jul 2016
at 11:34
  • msg #493

Re: At the moment..

Yes.
Joaquin Cortez
player, 501 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Fri 15 Jul 2016
at 14:03
  • msg #494

Re: At the moment..

Awesome. I will check that out shortly then. Planning on a weekend get away for the Anniversary this weekend.

Thanks guys. Means a lot. He's my best friend. It's hard to put into words.... He's always been a part of my life. Unlike my other Grandfather who I only saw twice before he passed (I was 17).
I had to fight with doctors over medicating him and work on him eating more. He's doing better, but I have a feeling it might just be a comfort of living situation now. He still gets pretty winded and pretty much just lays on his bed watching TV. My Grandmother isn't nearly as stressed out as she was to begin with. Told her if she needed me to let me know and I would be back down.
It was pretty rough to see him in that shape, but it was well worth the time to get to spend with him.

I'm fully recovered. Only thing I can't do is get my arm fully across my body. Limitation from my muscles being moved. Starting to lift weights again and maybe I can get myself together that way too.

Hope everything is ok with your mother-in-law Kitten. Looking forward to getting things back in order.
Kitten
GM, 7178 posts
Fri 15 Jul 2016
at 14:17
  • msg #495

Re: At the moment..

(waves to Joaquin)

Yeah she goes home today. After today, hopefully, things will settle down and i can get back into a groove.
Joaquin Cortez
player, 502 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Fri 15 Jul 2016
at 14:23
  • msg #496

Re: At the moment..

That sounds like things are on the up and up. I'll keep checking in and let me know if there is anything I can do to help out as well.
Joaquin Cortez
player, 503 posts
Callsign: "WarDog"
Javelin (JVN-10F)
Fri 9 Sep 2016
at 00:52
  • msg #497

Re: At the moment..

SO WHERE IS EVERYONE???? Just checking in to see what's going on.
Reyvak
player, 2 posts
Fri 9 Sep 2016
at 05:33
  • msg #498

Re: At the moment..

Kitten posted in the new game, indicating that she was burnt out. Taking a break from this stuff for a year or so.
Kitten
GM, 7179 posts
Fri 9 Sep 2016
at 10:50
  • msg #499

Re: At the moment..

(What he said.)
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