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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: Campaign Rules, Version 4-0 (beta)  (Read 3920 times)

deadlyfire2345

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #30 on: October 26, 2021, 12:26:33 PM »

Bureaucracy: could we do more than just have it semi mirror CO benefits?
Maybe add more acquisition rolls in its area of influence or make acquisitions easier based on the number?
I do not mind what we do with it, just feels somewhat there without having a real use.
It doesn't honestly have a use for someone who isn't the CO, except when you have to roll it during contracts (and the group has stayed well away from any contracts which require regular skill rolls, which is a choice ya'll have made).
« Last Edit: October 28, 2021, 06:38:37 PM by Darrian Wolffe »
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #31 on: October 26, 2021, 11:40:00 PM »

Ok, here are the rest of my observations:

p.4 #11) Starting Mech, we're past the timeframe listed, so if you're planning on leaving the mechs from lesser states to come from Appendix 1 the first two sentences should be changed to:

Appendix 1&2 are removed and replaced with more current versions from Xotls 10.64 version RAT

p.8 under Force Composition, the first sentence should reference both Appendicies 1 and 2.
Adjusted

p.10 Buying Units - will Battle Armor pop up in the Unit Markets or are they done separately?
Genuinely don't know.

p.25 Unit CO Experience - what is the XP cost per Trait point?  It's not covered in the XP section.
Meant to add this in the last update, didn't realize it wasn't there. No, I'm not putting a list of every Trait which can or can't be bought, mostly because that already exists in the MW3e rulebook.

p. 27 Locations - Is there a cost that can be paid to access a Maintenance Facility between contracts as they're required for all Class C&D customizations?  Contract Roles (p.44) notes specifically that by default Basic Facility Conditions apply.
No.

p.45 1) Player Participation, it notes "Players are guaranteed to have the chance to participate in at least one of every three games" arguably that should change to every four games unless  there will be requirements to select reinforcement lances to ensure this is the case.  If so, then that should be included.
Adjusted
« Last Edit: October 28, 2021, 06:33:16 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #32 on: October 28, 2021, 06:54:22 PM »

Current v4-1 changelog  (read the whole thing, there's some add'l changes from earlier items)

-Added Passenger Compartment rules to "Special Case and Advanced Rules"
-Added Refitting Ammunition rules to "Customizations"
-Tweaked Purchase Availability and added Cost Multipliers for buying spare parts
-Clarified that once you successfully roll to get an item(s), you MUST spend the money on the item(s)
-Clarified Contact's ability to get ClanTech anywhere in the setting
-Replaced Blind Fighter SPA with All-Weather Fighter SPA and added relevant pre-requisite
-Adjusted Contract Score rules to be in line with current AtB rules.
-Clarified non-combat character Edge.
-Added "Impossible Scenario Guidelines" under the "Gameplay Contingencies" section.
-Clarified taking Prisoners under "Post Mission Steps".
-Added full rules for Solo Scenarios
-Removed abbreviated "Individual scenario" rules (redundant due to above)
-Clarified Battle Loss Compensation to be the current value of the unit, not the stock value
-Clarified Unit CO's ability to deploy vehicle platoons in Pre-Mission Steps
-Reduced unit's Combat Vehicle cap.
-Correctly mistake in "Determine Battlefield Support" which limited ASFs to a single attack per game
-Adjusted Base Retirement Target Number
-Lowered XP reward for MVP and Most Enjoyable; both players get full value in a 2-way tie
-Clarified procedure on Personnel Recruitment in "Recruitment" section
-Clarified Hiring Bonuses and when to apply them
-Added CO XP
-Added ability and rules to upgrade certain Unit-level assets
-Actually bothered to remove "Lucky" from the SPA section
-Removed Appendix 4: Mech Quirk Effects (use BMM instead)
-Clarified that Anti-Air Targeting is active at all times on all Mechs, NPC or otherwise.
-Added clear Title Trait effects
-Removed and replaced old RATs with new RATs from Xotl's 10.64 RAT document
-clarified refitting Clan to IS Gauss ammo and vice versa
-Allowed for stock to stock upgrades of vehicles and ASFs
-Added option to purchase or remove Lance Leader Traits and cost for doing so
-Adjusted player participation rates to account for larger IRL group size
-Clarified Basic vs Maintenance Facility conditions to be in line with Campaign Operations
« Last Edit: October 28, 2021, 07:10:04 PM by Darrian Wolffe »
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #33 on: October 28, 2021, 09:59:30 PM »

Ok, talking to Deadly and looking at the file link you posted, the version we have available is from Oct 24th.  Can you post the updated file?

Items I hadn't caught before:

p. 19 - SPAs, need to fix the final entry from 5 to 6.
"Veteran MechWarrior Random SPAs (roll 1d6)
1-3: choose 1, 20 XP SPA.
4-5: Choose 1, 20 XP SPA and randomly determine 1, 30 XP SPA.
5: Choose 1, 20 XP SPA and randomly determine 1, 40 XP SPA."

p, 45 "2) Reinforcements. The Unit CO determines which – if any – lances who are not already assigned to the mission
will be deployed as reinforcements. There can be a total number of lances deployed on each mission equal to the
Strategy Rating of the Unit CO."

Based on # of players I expect the intent with 12 will be to have 5 PC lances and 1 addition PC-side player.  The note here says that total # of lances is capped at the CO's Strategy score.  Did you want to add a penalty for being below it?  Atayde's Strategy for example is only 4, perhaps a tactics penalty for initiative?  There's a precedent for trying to have too many PC lances without sufficient Admin score and taking a penalty because of it.  Alternatively the above should probably be clarified to how you want to handle max # of lances.
« Last Edit: October 28, 2021, 10:12:38 PM by Hat »
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Darrian Wolffe

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #34 on: November 01, 2021, 08:43:48 AM »

Ok, talking to Deadly and looking at the file link you posted, the version we have available is from Oct 24th.  Can you post the updated file?

https://www.mediafire.com/file/17yhbxx1hqojngf/Have+Mech,+Will+Travel+Campaign+Rules+v4-1v2.pdf/file
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deadlyfire2345

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #35 on: November 01, 2021, 09:47:14 AM »

I am assuming the asterisk applies to the TN for clan acquisition?
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #36 on: November 01, 2021, 10:51:03 AM »

Rob: I like the multipliers for buying parts given the scarcity of Clan equipment and even the demands on advanced components, fwiw.

When selling parts ("Selling Components: You can sell your unused parts for 25% of their purchase price, +5% per MoS on your Lance Leader's TN 7 Negotiation check (caps at 50%).") will the cost multipliers apply as well?  I would think it should.  As it stands a PC will get a far lower return on the gear, have to expend acquisition checks to acquire and already have a higher cash on hand requirement to stay viable than we used to.  If it doesn't apply the base 300K Clan GR that we'd spend 1.35M C-bills on to buy would start at 75K to sell and cap at 150K.  If you took the same GR from LC space (0 mod current) into say Davion Space (4.5 mod), base 25% is 337,500, and would cap at 675,000 with a MoS of 5.  While that's over the base spent, it still costs acquisition checks and is subject to the random dice rolls for actual sale price.  I don't think this would be a significant risk of abuse, but if you feel otherwise that's fine.

Also, I didn't see an answer in the newest draft for the questions I had in my last on p. 19 and 45.

I'll go back and review the other items that were included in 1.2 that weren't in 1.0.
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Darrian Wolffe

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #37 on: November 05, 2021, 04:40:28 PM »

When selling parts ("Selling Components: You can sell your unused parts for 25% of their purchase price, +5% per MoS on your Lance Leader's TN 7 Negotiation check (caps at 50%).") will the cost multipliers apply as well?  I would think it should. 

At this time, no.

Quote
Also, I didn't see an answer in the newest draft for the questions I had in my last on p. 19 and 45.

I've redrafted the section on pg 45 several times, and hadn't come up with a satisfactory result that both sufficiently incentivized spending XP on Strategy, AND wasn't too ridiculously harsh, AND was so mild that it was worth suffering the penalty to get another lance on the table.  That was the advantage of the hard cap; it was binary and no balancing was required.  Here's the best, current, version.



I already fixed the "participant" typo.
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #38 on: November 05, 2021, 05:50:07 PM »

Seems fair. If I don’t up my strategy and we have 5 lances deployed we get a -2 initiative and a 2 turn delay on reinforcement time.  Am I correct in believing that an individual lance leader with a fast enough unit could in theory offset the additional -2 penalty so long as the final modified time isn’t earlier than turn 2?  Example lance has avg walk speed of 6, all jump capable and strategy of 4, so 12-6-1-4=1, min 2.  They get the -2 from insufficient CO strategy so it’s 12+2-6-1-4=3?  Or does the -2 apply after lance calculation meaning no earlier than turn 4?
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #39 on: November 14, 2021, 05:47:11 PM »

One other note, recruitment of pilots at the end of a contract comes just before retirement checks.  According to the rules, ALL non-PC personnel must make the retirement check.  I would imagine if you just recruited someone, they should be excluded from that retirement check.
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deadlyfire2345

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #40 on: November 16, 2021, 07:35:21 PM »

When you put a cap on good reputation, did you also intend to put a cap of well-connected since it can reach the entire IS as well?

I see that you put a statement on it under acquisitions, but not under traits so it confused me a min.
« Last Edit: November 29, 2021, 09:40:04 AM by deadlyfire2345 »
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #41 on: November 24, 2021, 07:54:14 PM »

Just an FYI, I was looking back over the Mech Quirks and noticed that Phoenix Hawk does not have Command Mech.  I went and looked up the errata for BMM which they are currently on version 5 of and if it had been added back in at one point, it has been taken back out.  So short of a house ruling, it's out.  I've tried looking for errata for the TROs, but haven't managed to find them yet.  The fluff on the PHawk clearly designates it as a command mech, so not sure what to do with it.  Anyway, I thought I'd mention it in case Rob wanted to provide a campaign override.
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #42 on: December 02, 2021, 04:52:43 PM »

Ok, I've put together an overall unit structure that I think finally makes sense conceptually and from an RP perspective.  Can we get 3 Platoons of BA as opposed to just 2 platoons?  Both FS and LA use four 16 man platoons.  3 Platoons works well, and while a 4th would be nice, I'm not entirely sure where I'd put it.

As the numbers are arguably to keep it manageable for the Unit CO, hopefully this isn't too much of a request.  Operationally the BA troops would primarily be providing security in the field especially for Scout.  I'm posting the overall structure over in the unit thread.
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Darrian Wolffe

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #43 on: December 04, 2021, 01:19:03 AM »

Above stuff has been dealt with.

Beginning as soon as this contract ends, the 4-5 version of the "Have Mech, Will Travel" ruleset will be considered live. Download it here: https://www.mediafire.com/file/nra51rf601yjqtj/Have_Mech%252C_Will_Travel_Campaign_Rules_v4-5.pdf/file
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Hat

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Re: Campaign Rules, Version 4-0 (beta)
« Reply #44 on: December 04, 2021, 09:29:25 AM »

Rob: Just wanted to take a moment to publicly thank you for all the work you put into the rules.  It is certainly to all of our benefit to have a good set of rules that help people have the opportunity to have fun while maintaining reasonability and balance.  It's one of those things that is often taken for granted but requires careful consideration.  So thank you.
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