Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 8

Author Topic: MechBattle System Test: First IC post done.  (Read 7018 times)

Pencil_Art

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #30 on: February 29, 2016, 09:55:15 pm »

I've made two assumptions here. First, that I can just swap out the pre-existing turret for an arm for just the weight cost. Second, I'm willing to pay extra weight and points (and heat gen) for an improved melee weapon.

Spoiler: Chris "Atlas" Reynolds (click to show/hide)

Spoiler: Maths (click to show/hide)

That's accepted.

Also, clarifications and updates: You cannot fire long range weapons if you have less than 3 movement points left, meaning for most chassis models you have to have not moved to fire them. I may be accepting extra people if they join quick enough. You may fire more than one weapon in a turn, but only if you don't have to swap weapons and at an aim penalty for each additional weapon. That means Immaterial can fire both of his railcannons in one turn, but only if he doesn't move. Temperature does drain each turn, but the rate has yet to be decided.

« Last Edit: February 29, 2016, 10:05:53 pm by Pencil_Art »
Logged

Nakéen

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #31 on: February 29, 2016, 10:08:04 pm »

I'm eager to begin :)

Oh, and did you see the change I made to my sheet ? I replaced Laser Sight with Aiming Reticle (I mistook the two).
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #32 on: February 29, 2016, 10:54:44 pm »

Okay, but you are still missing a second turret slot for your railcannon (sorry for not pointing this out).
Logged

Nakéen

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #33 on: February 29, 2016, 11:08:22 pm »

Okay, but you are still missing a second turret slot for your railcannon (sorry for not pointing this out).

Ah, I thought the two turrets were included in the chassis. Modifying my sheet then.
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #34 on: February 29, 2016, 11:12:26 pm »

Two turrets did come with the MEC, but railcannons need 2 turret ports, and your flamethrower takes up an additional turret port.
Logged

Nakéen

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #35 on: February 29, 2016, 11:17:38 pm »

Two turrets did come with the MEC, but railcannons need 2 turret ports, and your flamethrower takes up an additional turret port.
I see, modified the sheet accordingly by replacing the front turret by an arm. So my two turret slots are taken by the railcannon and the front arm is outfitted with the flamethrower. Is that okay ?
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #36 on: February 29, 2016, 11:21:45 pm »

Just make sure you write both Turret slots into your sheet, but the rest is fine.
Logged

Nakéen

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #37 on: February 29, 2016, 11:58:26 pm »

Added used turret slots, is that good ?
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #38 on: March 01, 2016, 02:23:04 am »

Yup.
Logged

Insanegame27

  • Bay Watcher
  • Now versio- I mean, age 18. Honestly not an AI.
    • View Profile
    • Steam ID
Re: MechBattle System Test
« Reply #39 on: March 01, 2016, 04:32:06 am »

Spoiler: Character Sheet (click to show/hide)



A note on the rockets: I was intending to not have a limit to number of times fired, but be pretty much like three AT1s in a column.


How much would a 2-tube pod cost? I just want them to be considered short-to-medium range re-loadable rockets, and I can't see any logical reason to impose a 3-per-battle rule on them. If, logically, they have a reloading mechanism I can see no reason why they couldn't be fired as many times as until the magazines are empty, of course over an extended period of time due to reloading.


To clarify here, I'm talking about rockets, not missiles. No lock-on, no tracking, no heatseeking, no radar-guidance. Target needs to be either close or stationary to have a decent chance of hitting anything.


For the BMGs I just want a light anti-infantry weapon. I would even accept them doing no damage to a mech unless it's hitting a squishy part that's had its armor breached severely. I just want to be able to mow down the dude who has an RPG without sacrificing a missile to do the job.


Substances I had in mind (off the top of my head) were things like Sarin or Cyanide or Carbon Monoxide to kill the pilot with an injection shot to the cockpit. Thermite powder blasted in using compressed air to explode places. Another thing I was thinking of would be to vacuum the air/oxygen out of the cockpit, which would require for the stinger to stay in the cockpit until the job is done. Maybe also a highly corrosive acid.


May I ask why no suction cups? They seem like something that would be useful in a variety of situations.
« Last Edit: March 02, 2016, 01:51:47 am by Insanegame27 »
Logged
Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

RAM

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #40 on: March 01, 2016, 05:06:20 am »

Applying for the waitlist. Sorry about being weird, but sometimes you just have to follow your heart... If this fails then I will just have to resort to the unitaur...
Spoiler: Character Sheet (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Insanegame27

  • Bay Watcher
  • Now versio- I mean, age 18. Honestly not an AI.
    • View Profile
    • Steam ID
Re: MechBattle System Test
« Reply #41 on: March 01, 2016, 05:06:45 am »

E: whoops, not the edit button
Logged
Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

GameBoyBlue

  • Bay Watcher
  • Turn to face the strange
    • View Profile
Re: MechBattle System Test
« Reply #42 on: March 01, 2016, 12:06:56 pm »

Suggestion: In my experience of the sims, they were always slow to start when coming from a stopped position.

Maybe require 2 move for the first space if you didn't move last turn.
Logged

endlessblaze

  • Bay Watcher
  • likes dragons for their fiery breath
    • View Profile
Re: MechBattle System Test
« Reply #43 on: March 01, 2016, 07:42:51 pm »

Could we get a onehanded shield? seems like it would compliment a sword.
Logged
Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Pencil_Art

  • Bay Watcher
    • View Profile
Re: MechBattle System Test
« Reply #44 on: March 01, 2016, 11:05:59 pm »

Could we get a onehanded shield? seems like it would compliment a sword.

Sure. You'd have to have it equipped in an available hands, though (One that does not have a one-handed weapon equipped). I'll put values up for it shortly.

Now for the tough ones.

-Snip-

First things first, you probably won't have any need for the BMG's, you'll primarily be fighting other mercenary MEC's, and you'll need to write all six legs as being limbs on your character sheet (Under 'MEC Limbs). You don't have to show me the layout of the MEC like that, you can put a description of it in the 'Decor' section. The Missile Pods would have to be a different version of the Rocket Silo, meaning a limited amount of uses per operation, depending on how much you're willing to spend, and wouldn't be able to fire more than once a turn. The alternating ammo is fine. Active stealth imaging is a little bit overpowered; I'll have to give it a hefty temperature-per-turn cost, and if you fire other MEC's will see where you are coming from and might fire at that position thinking you're there until you either reappear or fire again from stealth. You'll have to specify what kinds of chemicals you have in mind for injection, and what the injection will be must be decided before each Stinger attack. You won't be climbing anything either, so there goes the suction cups.

Costs for the rocket pods would be 30 each, Stealth imaging costs 50 and weighs 0.5, will be mounted on all body parts. If it is damaged on a body part, people will start rolling if you come within line of sight to see if they spot you. The Hornet body (including stinger would cost 60, because while your legs are light, there are 6 of them, as well as the heavy cockpit).

Sorry for the confusion, but basic heat dispersement doesn't weigh anything significant, so you can take that out of your sheet.

Now you need to update your sheet. Turns out you were right about being off.

-Snip-

I'm not sure what you mean by 'Turrets' being limbs; normally you have to have turret slots and then put turrets onto them, which makes having 8 turrets somewhat impractical due to the weight of any turret that will put a dent in anything. I don't know if a super-heavy MEC would float even with three hover things.
Logged
Pages: 1 2 [3] 4 5 ... 8