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Old Dog
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PostPosted: 04-May-2003 16:00    Post subject: Battletech Rebirth Reply to topic Reply with quote

Well, a thread below mentioned ideas to try and bring Battletech to teh Mechwarrior players, and to iron out all the rules that had gone awry over the years. I've chatted about this before, but, here, in my Doggie opinion, are the things you need to do. Note that a couple of these are *expensive*, so, it takes some work.

1) The thing that brings them in is the mechs. The thing that keeps them is the story.

Battletech is rare, in that the storyline is a *major* part of the appeal. Teh casual D&D player is interested in his character, not the world, but Battletech players, much like 40K players, pick sides and root for the home team. To new players, the current (IE, pre-DW) storyline was too monolithic. They couldn't get in, as teh old people (kaff) knew so much that it was scary.

So, you need a reboot of teh storyline, where new people can join in, but there's enough familiarity for the old players to still get along. 3125 for a year remains my favorite for this for a billion reasons taht I'll prattle on about if anyone really cares.

2) Push teh miniside more.

I know that sounds odd, but, you simply can't let the game go on with foldable cardboard maps and paper chits. It needs to be in full 3D. Establish assorted battle sizes (Skirmish, Battle, Major Battle, All-Out War) that forces meet under, toss out the maps, and subsume the 40K tables that are out there. Every big game store has 40K tables, where other minis sometimes tread. Take that territory and plant a big ol' honkin' 40K flag. You need mission write-ups, a set of 10-20 missions other than 'Shoot the other guy', all laid out in your main book and ready to use.

3) Play to teh Table.

Adjust your rules to make the game a bit more simplified, taking tabelterrain into account. Movement is *the* most time consuming aspect of Btech outside of missile strikes, and the one that everyone has to deal with. Go ahead and open it up by getting rid of torso twists and hex changes ... Your mech moves 8"? Take a tape measure, count out that much in any direction, and there you go. Get rid of rear armor (ow) which takes away lots of tactics (But also a lot of cheese!) and makes facing a non-issue. Terrain levels get revamped into simple inches (Fall under 2", take X. Fall over 2", take Y. Fall over 6" take Z, etc) while line of sight, cover, and other terrain features get handled quick and easy. Tree stands, hills, buildings/walls/cliffs, bodies of water, these shouldn't be that hard to work with.

4) Missile restrucure

Not that hard, surprisingly. Keep the short-range and long-range designators, but make teh SRMs simply be smaller and weigh less than the long-range version, to make up for teh massive drop in range. Missiles are bought in multiples of 6, and you simply roll 1d6 to see how many did damage. Each group of 6 hits the same location.

For example, you'd have LRM 6, 12, 18, and 24. If a LRM 18 hit someone, roll three hit locations (One for each group of 6), each location rolled takes 1d6 damage. That's one less chart, and this level of grouping would keep SRMs from being such a chore. Streak Launchers would take the d6 part out and just deal 6 per hit.

5) Altering record sheets.

The bubble-method is kind of bad. New players, especially, are bad for filling in boxes in the wrong place, or not enough, or, overall, messing this part up. Toss them out for the old scratch method. Your LA has 16 armor. If it gets hit for 4 damage, put a slash through it, then write 12 beside it. Faster, cleaner, simpler. I'll try to do up what one would look like as an example, simplified for play.

6) Make charts easy, portable, and fit on a single sheet.

Again, stealing from 40K, make a 'Rulessheet' that had the most important info on a single bit of sturdy cardboard, front and back, taht had what you needed. No flipping, no book, just pass it back and forth if needed and check the chart. These should be simplified. For example, Critical Hits would read thusly:

Whenever you damage the Internal Structure of a location, roll 2d6. On a 10+, you have caused critical damage. Roll 1d6, causing 1 critial hit on a 1-2, 2 hits on a 3-4, and 3 hist on a 5-6.

I'd clean up the hit location results as well, to make them fit on a page.

7) Minis

Know that a plastic mold costs a LOT of money. Making everything in plastic, while fantastic in theory, hits a BIG wall thanks to this. Take a dozen mechs, designed on teh scale of Mechwarrior, to produce plastic sprues of. These sprues should be assemblable, rather than pre-molded, to allow for poses, kit bashing, and so on, if at all possible. Even if it's just armpegs and arms with noches, it'll help. Players like to custiomize.

Behind this, keep metal mechs rolling, but slowly. One or two a month is *plenty*, starting with the most important stuff first. Remember, since you use the Mechwarrior scale, minis can be swiped from there and used in New Battletech without skipping a beat.

Push for personalization in the minis some, to build more bonds. Exaggerate symbols somewhat, to make them easier to paint, and make sure to show off how nice these minis look. Making brighter colors and much less camo is probably a good idea ... yes, it's not a realistic, but, by golly, it does *look* nice, and it's teh ay the majority goes, these days. Great camoschemes are still acceptable, of course, but make them less the norm.

8) The Magazine.

I can't stress how important a magazine for Battletech will be. It doesn't have to be huge, nor expensive, but make it a walking ad with info and go. Each issue should have a page or two for the new releases (What mini comes out next month, what does it look like, etc), as well a sheet FOR those minis, ready to roll. Technical Readout compilations come when enough monthly minis are out. Every issue needs a battle report, showing a fight in detail. This helps people learn how to play, shows how they should play, takes care of rules questions that hang about, and helps market different factions or models. Fluff articles and 'Current updates' handle the rest.

9) Slow suppliments

THERE's crazytalk for you, but, I'm serious. A TRO every two years is plenty, especially since it just reproduces the magazine releases, but don't try some crazy release schedule when you're a small company with few writers. Make the minis your profit maker, switching from metal to plastic for any line that sells well enough to justify it, using books as the bonus.

10) Diversity

The last thing I'll mention, here, is to make every faction unique. The easiest ways to do this are in mech design (Only allow certain mechs for certain houses) and technology (Only house X has technology Y)

This builds up a need for people to pick sides more, and will re-arrange the way mechs are thought of. You don't think of 'Light Mechs' and 'Medium Mechs' at this stage, but 'Kurita Mechs' or 'Davion Mechs'. Stay true to your school, you know?

Lots of work to do, sure, but there's no reason that a Battletech rebirth can't happen and succeed.

-- Old Dog, loves the old, but willing to renew.
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PostPosted: 04-May-2003 17:04    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Quote:

On 2003-05-04 16:00, Old Dog wrote:
Well, a thread below mentioned ideas to try and bring Battletech to teh Mechwarrior players, and to iron out all the rules that had gone awry over the years.
-- Old Dog, loves the old, but willing to renew.



Yeah he is back, took me 10 minutes to read his post. Was right on with the Btech vs AD&D players, use minis, reduce the TRO releases, and the terrain rule. I have issues with the rest but I do not have 30 minutes to retort with.

AWAD- have not played in 6 months, my game died
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PostPosted: 04-May-2003 22:05    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

*stands and applauds*

Wow OD you have been away WAY to long!! I love the plastic idea for minitures (I kit bash when I can and cutting ralidium is horrible at best even with a dremel tool). The other thing I would like to see is house or merc specific decal sheets that are easy to get, cheap and well done. Its one of thoes thing that I would like to see at the registers for the impulse buyer (ME).




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PostPosted: 04-May-2003 23:11    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

I definitely agree with 2 and 6, and 4 is a nice touch. That would speed up missile play quite a bit.

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PostPosted: 04-May-2003 23:17    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

My god...I've heard stories about this guy. Glad to meet your aquaintance Old Dog. People who respect me, call me the Major. Which is no one around here. *chuckle*

Your ideas seem great, I'm all for affordable minis, though I'm leery of getting rid of mapsheets. I have neither the time nor the interest to creat terrain, so I find them a good compromise.

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PostPosted: 05-May-2003 08:20    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Don't worry Joe, You'll get used to the posts...

OD, I agree about the Mini's. They add some physical-ness to the game. Cardboard is for packaging the game, not playing it....



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PostPosted: 05-May-2003 09:24    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Welcome back OD and thanks for the thoughts in a well laid out manner.

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PostPosted: 05-May-2003 15:29    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

*Joins Stinger in his standing ovaction* VERY nice, I certainly like the idea of having house specific Mechs, tech from differing houses would function like clan tech, costing more than normal in upkeep.

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PostPosted: 05-May-2003 16:28    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Quote:

On 2003-05-04 16:00, Old Dog wrote:
Well, a thread below mentioned ideas to try and bring Battletech to teh Mechwarrior players, and to iron out all the rules that had gone awry over the years. I've chatted about this before, but, here, in my Doggie opinion, are the things you need to do. Note that a couple of these are *expensive*, so, it takes some work.




Let's take a look at the ideas:

Quote:


1) The thing that brings them in is the mechs. The thing that keeps them is the story.
To new players, the current (IE, pre-DW) storyline was too monolithic. They couldn't get in, as teh old people (kaff) knew so much that it was scary.

So, you need a reboot of teh storyline, where new people can join in, but there's enough familiarity for the old players to still get along. 3125 for a year remains my favorite for this for a billion reasons taht I'll prattle on about if anyone really cares.



Hence MWDA...

Quote:


2) Push teh miniside more.

I know that sounds odd, but, you simply can't let the game go on with foldable cardboard maps and paper chits.



Hence MWDA...

Quote:


3) Play to teh Table.

Adjust your rules to make the game a bit more simplified, taking tabelterrain into account. Movement is *the* most time consuming aspect of Btech outside of missile strikes, and the one that everyone has to deal with. [snip] Your mech moves 8"? Take a tape measure, count out that much in any direction, and there you go.



You realize you keep doing what MWDA already has, right?

Quote:


4) Missile restrucure

Not that hard, surprisingly. Keep the short-range and long-range designators, but make teh SRMs simply be smaller and weigh less than the long-range version, to make up for teh massive drop in range. Missiles are bought in multiples of 6, and you simply roll 1d6 to see how many did damage. Each group of 6 hits the same location.

For example, you'd have LRM 6, 12, 18, and 24. If a LRM 18 hit someone, roll three hit locations (One for each group of 6), each location rolled takes 1d6 damage. That's one less chart, and this level of grouping would keep SRMs from being such a chore. Streak Launchers would take the d6 part out and just deal 6 per hit.



This'll need looking at...

Quote:


5) Altering record sheets.

The bubble-method is kind of bad. New players, especially, are bad for filling in boxes in the wrong place, or not enough, or, overall, messing this part up. Toss them out for the old scratch method. Your LA has 16 armor. If it gets hit for 4 damage, put a slash through it, then write 12 beside it. Faster, cleaner, simpler. I'll try to do up what one would look like as an example, simplified for play.



Or base it all on the dial for no paperwork at all?

Quote:


6) Make charts easy, portable, and fit on a single sheet.



Or perhaps a very small booklet...

Quote:

7) Minis

Know that a plastic mold costs a LOT of money. Making everything in plastic, while fantastic in theory, hits a BIG wall thanks to this. Take a dozen mechs, designed on teh scale of Mechwarrior, to produce plastic sprues of.



Hasn't this already been done in MWDA?

Quote:


These sprues should be assemblable, rather than pre-molded, to allow for poses, kit bashing, and so on, if at all possible. Even if it's just armpegs and arms with noches, it'll help. Players like to custiomize.




Granted, not like this...

[quote]
Quote:

8) The Magazine.

I can't stress how important a magazine for Battletech will be. It doesn't have to be huge, nor expensive, but make it a walking ad with info and go.



Agreed...

Quote:

9) Slow suppliments

THERE's crazytalk for you, but, I'm serious. A TRO every two years is plenty, especially since it just reproduces the magazine releases, but don't try some crazy release schedule when you're a small company with few writers. Make the minis your profit maker, switching from metal to plastic for any line that sells well enough to justify it, using books as the bonus.




The problem being, if we go any slower, there is an outcry that nothing new is coming out...we go any faster, and we can get snagged in delays more easily...plus playtesting would be a bear...

Quote:

10) Diversity

The last thing I'll mention, here, is to make every faction unique. The easiest ways to do this are in mech design (Only allow certain mechs for certain houses) and technology (Only house X has technology Y)

This builds up a need for people to pick sides more, and will re-arrange the way mechs are thought of. You don't think of 'Light Mechs' and 'Medium Mechs' at this stage, but 'Kurita Mechs' or 'Davion Mechs'. Stay true to your school, you know?

Lots of work to do, sure, but there's no reason that a Battletech rebirth can't happen and succeed.

-- Old Dog, loves the old, but willing to renew.



Or in the skills of the pilots as well as what you mention...reference MWDA...

A lot of the stuff you ask for is already being done in MWDA...but admittedly, the collectible aspect can put some off...

Anyways, I doubt we'll be seeing TOO many more TROs after Project Phoenix...at least not for a while...at most, we MIGHT see one for the MWDA 'Mechs (to go with the Record Sheets that are coming out)...

I would talk on this more, but my .Hack//Sign Limited Edition Vol. 2 DVD (with the second vol of the soundtrack) just arrived from Animenation...and I still have Spirited Away and the second volume of Noir to watch...ttyl...

Ruger
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PostPosted: 05-May-2003 21:45    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Just a few comments:

1. IMHO, I'd prefer the start date being shoved all the way back to a reasonable amount of time right before the Star League fell and going from there. Much fewer mechs and less tech to have to deal with, and just that would make the game a lot easier to work with and a lot less monolithic. Yes, you'd have to add in a few, period-unique designs and variations every so often, but that can be dealt with.

2. For the magazine, what specifically would it cover? If it tried to cover everything BTech, then we'd wind up either having something exceedingly thick or exceedingly thin depending on what all is going on with the universe. I'd recommend having a seperate mag for each of the game settings just for simplicity's sake.

3. Minis. While I personally appreciate the concept of plastic minis, IMHO certain parts (IE: limbs, especially thin ones) should either be made of metal or at least have a metal core to reduce the chance of them snapping. It's a reality that certain grades of plastic need to be much thicker to have the same strength as metal. Metal will bend and can eventually be straightened out (except, of course, for my Rifleman and my poor little Locust); plastic will snap.

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PostPosted: 06-May-2003 07:25    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

If it's the right kind of Plastic, it won't Snap.



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PostPosted: 06-May-2003 09:28    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

I like alot of your ideas Old Dog. And like others many have been partially fulfilled by Mechwarrior Dark Age, commonly called ClickTech.

One point that I have never understood is the draw of minis. Sure they look cool, but to me they are not worth the cost. Give me some mapsheets, recordsheets and pennies for counters and I would be happy. Personally I like the cardboard counters, but that is just me on a limited budget I suppose.

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PostPosted: 06-May-2003 12:34    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Ah, here we go ... my old friend, the reply button.

*sigh*



Hokay, on the minithing ... one of the best things about minis is the drawing of eyeballs. When you walk past, say, a D&D group at a store, you see lots of dice, pencils, and paper, but nothing else. They could be a convention of gamble-friendly accountants for all you know.

But when you walk by a table with minis? Heck, when you're in the same *room* as a miniplayer, one glance will show you terrain on a table (Like a model train set, only cooler), plus these large pieces being moved around. It's clearly a game, and one that gets your attention. You draw nearer, to see what's up, and you can actually see how cool some of them look. They have nifty missile and gunports, arms and legs, a nifty paint scheme, and each one is unique. You can watch them being moved about, and see actual action on the field.

That's groovy.

That's keen.

That draws in new players.

It isn't quite as keen for the old folks, otehr than how handy it is to look across teh table, and ask, "Where'd your Phoneix Hawk go ag... nevermind. There it is. Archer, ho! *fwsh fwsh fwsh*!

Er.

Tell me I'm not the only one who adds sound effects when shooting?

-- Old Dog, with a laser. *pkew! pkew!*
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PostPosted: 06-May-2003 12:48    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Ruger, you are a sellout and a turncoat. 'Nuff said.
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PostPosted: 06-May-2003 14:26    Post subject: RE: Battletech Rebirth Reply to topic Reply with quote

Quote:


1) The thing that brings them in is the mechs. The thing that keeps them is the story.

So, you need a reboot of teh storyline, where new people can join in, but there's enough familiarity for the old players to still get along.



You need some real artistic talent to make 'Mechs that are appealing and look like tanks on legs. Something that lives up to the 3025 or 3050 readouts.

As for the storyline reboot. Hard to do if you aren't willing to erase everything that went wrong since 3050 and start anew. MWDA is an abject failure, at it. The only sane way of doing it would be killing all the Great Houses of the Inner Sphere and start again in a setting similar to the rise to power of the Houses following the Terran Hegemony. However, it is very hard to come up with names and symbols as cool as those we have already.

Either fast forward into the future, changing everything, or turn back the clock to 3025 or even at the fall of the Star League in 2750. Games Workshop didn't have scruples in reinventing the wheel and wiping out the existing background if it suited better their needs.

Quote:
2) Push teh miniside more.
I know that sounds odd, but, you simply can't let the game go on with foldable cardboard maps and paper chits. It needs to be in full 3D.



Yes and no. Playing with minis is the most visually appealing and solves the annoyances of hexgrid movement restriction, and how time consuming it's movement.

However, terrain doesn't work for Battletech.

In Games Workshop games, terrain is some hindrance you place on the table to force a semblance of maneuvering and prevent battles from being just a slugging match.

In Battletech, terrain is much more tactically important. Problem is that 'Mechs battles are fought over such diverse terrains and battlegrounds than modelling a satisfying number of them is too consuming a task.

Furthermore, Battletech scale and type of fighting doesn't lend itself well to minis use, in order for terrain to be realistic, and not just a mapsheet on 3D you need a gaming surface than your standard 2x1 meters gaming table. 'Mechs look like elephants on a floortile.

And the most important thing is that mapsheets are quick and convenient. They gave you instant terrain and are easily set up and stored.
Face it, not everybody has the interest, the modelling abiltities, and above all the time to do detailed terrain. And considering the amount of hills and forests your typical Battletech game needs, even people that play with minis would have a hard time.

So I am all for maps, but I don't like the current format. We should take a clue from Squad Leader and make the maps in sections (1/4 of a map sheet) that way you can rearrange them and have more varied terrain.
Also, I would print them in cardboard, paper is too flimsy.

Quote:
You need mission write-ups, a set of 10-20 missions other than 'Shoot the other guy', all laid out in your main book and ready to use



I agree that is needed is a good scenario generator, that creates scenarios with balanced forces and missions without having to waste two hours before playing deciding wich 'Mechs each side is going to use.

Also, more published scenario books like the Fox Teeth, Rolling Thunder, Sorenson Sabres...
that's one good thing Battletech has over Games Workshop, you can play something more interesting than "my army against yours" provide ready to game scenarios when you are unispired or haven't time, and provide ideas to create your own scenarios.



Quote:
3) Play to teh Table.
Adjust your rules to make the game a bit more simplified, taking tabel terrain into account. Movement is *the* most time consuming aspect of Btech outside of missile strikes, and the one that everyone has to deal with.



I agree, and I can't come up with an easy solution. I'm really annoyed with people that play Battletech like chess, just move the @#$%& minis forward and let's get to the important thing, the shooting!

One solution is using a larger hex scale like 1 hex = 100 meters, that makes ranges more realistic and does away with the movement problem. Facing and MP spending are eliminated or reduced.
However, this results in a game of lines of armored phalanxes creeping across the table against other, good for massive battles, but takes away from the feel of aerial dogfight of standard Battletech.

I think the best solution would be copying something from a WWI air dogfight game called Blue Max I own. The possible maneuvers your airplane can make, that is , in Battletech terms your options of MPs expenditure are already plotted out in advance and printed in a chart, called Maneuver Schedule. You don't have to spend MPs, you select a maneuver , depending of your speed and the chart shows you your starting position, and your final position, how many hexes away and with wich facing you would end after performing that.

This would also get rid of iniative and having to move the units in sequence. You write the code of maneuver in secret, and all movement is resolved simultaneously. Of course, in Battletech terms the side that wins the initiative would receive a hint of the general direction its opponent it's going, but maneuver would be largely a matter of guesswork.

This not only would speed up movement, but emphasize formation movement instead of moving one 'Mech at a time.

Quote:
Tree stands, hills, buildings/walls/cliffs, bodies of water, these shouldn't be that hard to work with.


Either you have too much time on your hands to build them, or you have too much money to spend if you buy them.

Mapboards are cheaper, easier to set up and store, and offer much more combinations and variety of terrains.


Quote:
4) Missile restrucure


I came up with an idea I'll post later.

Quote:
Missiles are bought in multiples of 6,
and you simply roll 1d6 to see how many did damage.



Mmm...it's a step in the right direction, but not quite there yet

Quote:
Each group of 6 hits the same location.
this level of grouping would keep SRMs from being such a chore



well, I'm glad you have seen the light and admit that rolling for *each* individual SRM was a folly

Of course, I've been grouping my SRMs into a single group for ages, so I have not a problem with it.

Quote:

5) Altering record sheets.
The bubble-method is kind of bad. New players, especially, are bad for filling in boxes in the wrong place, or not enough, or, overall, messing this part up. Toss them out for the old scratch method.



mmmm, unsure about this one. I recon crossing out the boxes or circles is one of the most time consuming things, but I have to question, if it's so bad, why so many games use it?
Also, doing the math of substracting damage from armor and noting down the result is not that appealing. You have enough things to keep track of to add math on top of it. Moreover, a string of crossed out numbers is messy, and there's never enough room for them, it's bad enough having to erase and rewrite heat levels.

I think I got it, better than bubbles or values is simply a string of numbers just like in roleplaying character record sheets.

you have 6 points of armor in a leg?

have in your record sheet something like this

Leg: 6 5 4 3 2 1 0

Advantage over bubbles is that you can skip numbers and a numerical value, although less visual than a row of bubbles it conveys more accurately exactly how much damage you can withstand before things get serious.

Quote:
6) Make charts easy, portable, and fit on a single sheet.



well, this is obvious, and most of the charts are already in a single sheet.

Quote:
7) Minis
Take a dozen mechs, designed on teh scale of Mechwarrior, to produce plastic sprues of.



Why the scale of MWDA It's damn too big, and if you use it, you can kiss goodbye at the idea of using tabletop terrain.

The 1/285 scale for 'Mechs is abvout right, though sometimes I wish they were a bit larger for added detail.

Also, it would be paramount to keep a consistent scale. Make 'Mechs smaller, like they should be (8 meters in average, with the tallest ones about 10 meters) and keep their relative proportions, so a Locust is indeed dwarfed by an Atlas.

In few words, shrink the 'Mechs and augment the minis, 1 cm or so.

Either make the scale compatible with the most popular range of Microarmor to be able to use tanks and other vehicles from WWII or the present, or come up with a good range of conventional vehicles for Battletech that look like real tanks.

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. Making brighter colors and much less camo is probably a good idea ... yes, it's not a realistic, but, by golly, it does *look* nice, and it's teh ay the majority goes, these days. Great camoschemes are still acceptable, of course, but make them less the norm.



Old Dog, are you *daring* to tell me how I should paint *my* minis? Do you know where you can stick the paintbrush?

Gaudy paints on 'Mechs doesn't look well. In fact Battletech parade schemes usually suck.

The majority you say? you mean wH40k, right?

Gaudy colors don't look serious. WH40k has its own aesthetics, but you cannot take seriously their bright colors, oversized weapons and goofy looking war machines.

Battlemechs aren't like airplanes, painting them in bright colors doesn't work.
It doesn't help that CamoSpecs was an amateurish job that didn't help to visualize how could those colors be translated into a 'Mech. In fact the only parade color that is popular is the Lyran Guards one.

And the color illustrations in the Field Manuals didn't help much either.

What is needed is a new CamoSpecs book with realistic color illustrations that can be translated to a mini, like those in 'Mechwarrior first edition, with pictures of minis and diorams, official camo schemes plus parade colors, and painting tips. Something similiar to GW Heavy Metal painting guides.

'Mech minis need to be somewhat larger and with larger surface detail, with customizable parts in plastic like arms and weapons pods, and specially important, with decal sheets.

Good decals are of supreme importance to personalize your 'Mechs with Housesymbols, checkerboard decorations, unit insignia, numbers, kill markers.. etc.
Even an average paint job gets greatly enhanced with the addition of decals.

'Mechs painted in bright colors are a good idea if done right, but 'Mechs painted in cammo have a much more military look and mean business, convey more the impression that they are machines of war. I highly discourage going overboard to the WH40k look, with spikes and skulls everywhere.



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8) The Magazine.



Agreed.


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9) Slow suppliments
THERE's crazytalk for you, but, I'm serious. A TRO every two years is plenty,



I agree and I think most TROs should be burned, and started again.

I'd like to see a readout of ancient 'Mechs, those made in the time of the Terran Hegemony and the Star League. A TRO that showed the evolution of the Battlemech through the centuries, from the Mackie to the MadCat.

What should be given more importance is looks of the 'Mech and fluff. Stats are not that important since anybody with a calculator can come up with his own favorite 'Mech. Readouts should follow the example set by TRO 3025.

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10) Diversity
The last thing I'll mention, here, is to make every faction unique. The easiest ways to do this are in mech design (Only allow certain mechs for certain houses) and technology (Only house X has technology Y)



Agreed fully, redundancy of 'Mech designs is not bad. I mean, in Battletech if often was ignored the fact that certain 'Mechs can only be found in one house. A Jenner is wonderful, but to pilot one you have to be in House Kurita, if you aren't, then you have to use a clone like the Cicada.

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This builds up a need for people to pick sides more, and will re-arrange the way mechs are thought of. You don't think of 'Light Mechs' and 'Medium Mechs' at this stage, but 'Kurita Mechs' or 'Davion Mechs'. Stay true to your school, you know?



Hear, hear. But give each House an ample selection of 'Mechs, don't let the Davions hog up all the cool designs. Some machines are universal, but others should be faction specific.
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