Mechs, Vehicles, and other units and force building.   Posted by PFarland.Group: 0
 GM, 25 posts
Fri 8 Apr 2016
at 07:24
Mechs, Vehicles, and other units and force building
This is where this topic will take place.
 GM, 27 posts
Fri 8 Apr 2016
at 07:40
Mechs, Vehicles, and other units and force building
On another note what kind of preferences do we have for the design of 'signature' mechs to put our own personal touch on the faction we pick to make it stand out from the default version in the books?

Picking stock mechs is the minimum level of customization.

Full custom build is obviously the top.

Do we want to think up something in between that limits customization either to the same style, static primary weapon systems, or engines and such?

I'm all for letting people build/design their own units.  The thing is with this game, we are coming around normal mech building 'procedures' and theories from the opposite angle as normal.

This is the game where you see why units aren't really optimized in real life.  Mind that there aren't any bonuses for doing these things (yet, but it's a discussion to have in it's own thread).  Things like using only energy weapon mechs, only using say LRM-10s in your units, sub-par parts, keeping all your units at one speed, etc.  This is where you really start designing units in mind to just support other units.  Ones that really help your force out in this game, but you might never want them to see a standard Battletech table.

I will say a limited mech set would be better no matter what.  For one, it will make force generation much easier.  If everyone ends up preferring to use the standard mechs, I would limit it to TROs 2750, 3025, 3026, and the one with the DS, JS, and the Warships.

This will split off into a Lostech discussion.  I forget off-hand what the level of Royal mechs were in the Star League army, but I suggest that number be used for the percentage left behind as well.  Also some way of being able to use that tech for produced units, but making sure it's 'cost' is known.  The real cost of producing a unit doesn't come across correctly in ISaW.
 GM, 34 posts
Sat 9 Apr 2016
at 05:25
Mechs, Vehicles, and other units and force building
Ok, so please bear with me, I'm working on minimal sleep and my brain is acting like a maglev with faulty controls (fast and shaky).

The questions:

How to deal with losing tech in 1st and 2nd SW.
The benefit (other than new combat commands) of upgrading worlds vs. just investing the money.
A way to get 'real world' type benefits from reducing the types of equipment needed (like just using LRM-10s vs LRM-5, 10, 15, & 20s)
A few other things than I can't remember off-hand, but they were there.

On to the answer:

Each Factory (remember a major industrial world 3-7 factories, minor industrial worlds have one to two factories, Hyper Industrial worlds 8-15 factories) supplies one type of 'part'.

That's the answer.  Of course we have a lot of depth to cover in this answer, but that is the long and short of it.  What constitutes a part is still up in the air for me but I'll run it down:
Each mech (or other unit), with X number of variants.
Weapons, each one having it's own needed factory line.  (One factory to cover LRM-20s, another to cover LRM-15s, etc)
Frames and Internal Structure (maybe broken down into weight classes).

You can re-tool a factory line for a cost (I'm thinking 20 RP).  If you want Warships, you'll need a Hyper Industrial World.  Things like infantry, ICE engines, and ammo don't need a factory line (but BA would).  Of course, having a Military AND an Economic treaty would enable you to (at the owner's discretion) have access to their factory lines.

Now another different optional rule (unrelated) could be for people that want to use their own designs, you have to pay 4 RP per month for 6 months and then make a roll.  On 9+ you have design done on your unit, if you fail, you have to pay 4 RP again next month and roll again.