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Author Topic: Future of Cincy BT  (Read 9819 times)

Darrian Wolffe

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Future of Cincy BT
« on: September 30, 2015, 02:17:20 AM »

OK folks, here it is.

We've had about 2 years now of continually declining attendance, and a lot of folks citing as a reason a lack of interest in 1-off games.  So here's your chance.  Now that Eli's in school, I plan on resuming GM duties and getting us back - if not to where we were - at least back to the point where people are motivated to check the forums more than 1/month.

So far, Cincy BattleTech has run the following campaign arcs:
-3057-ish Mercenaries
-Jihad-era Claners vs WoB
-3040's-era Mercenaries
-Jihad-era Allies vs WoB
-Star League vs Amaris
-Operation Klondike


So right now, I'm opening things up to everyone here.  What era do you want to see us play?  Do you have a particular style of campaign accounting you like (AccountTech, Warchest, no logistics, custom logistics)?  Would you prefer a pre-written campaign systems (ie, Sword & Dragon or Chaos Campaign), or something else?  What do you want out of the next Cincy BattleTech campaign?

This thread will run until about the end of October, or until I determine that pretty much everyone who wants to answer, has answered. 
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phlop

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Re: Future of Cincy BT
« Reply #1 on: September 30, 2015, 08:37:13 AM »

I would prefer to have a campaign with some clanners, whether it be something based on the "Wars of Reaving" or some other era, as long as it has some clan. That would dictate getting out of old school B-tech.
I did like the accounting system, I believe that it was Warchest. Exp. points awarded after each scenario. Also, possibly awarding bonus points to individuals who do extraordinary actions during a scenario. This might push people to try things in game that might not otherwise be attempted. The chance for extra points to be able to get that upgrade sooner, might make the campaign a bit more exciting.

Just a couple of random thoughts.
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Ice

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Re: Future of Cincy BT
« Reply #2 on: September 30, 2015, 08:15:44 PM »

agreed clanners
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Die Clanner!!!!

Timberwolfd

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Re: Future of Cincy BT
« Reply #3 on: October 01, 2015, 01:35:47 PM »

I would like to see something other than an intro tech slugfest.

Ideas:
1. Clan WoR - personal vote for Hell's Horses since they offer a little more varied unit base.  The [edit]Tokasha Mechworks defense scenario was originally the introductory mission to a campaign.

2. FedCom (un)Civil War - broad unit availabilities and diverse opponents. The Enemy could be an intro tech militia one game or an elite unit with clan tech the next.

3. Exodus Road - assault on Huntress --> Strand Mechty
« Last Edit: October 18, 2015, 10:39:43 PM by Timberwolfd »
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Hat

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Re: Future of Cincy BT
« Reply #4 on: October 01, 2015, 04:19:04 PM »

Dark Age could be interesting.  I'm fine with Clans.  If we're talking about the War of Reaving I've long been a fan of Star Adders as the initial books always looked like they had their act together.  Clan Blood Spirit per the original idea was cool as well.

I like having characters as a way of tying things together as part of a campaign.  I understand that the SPAs can be problematic and would be fine with eliminating or setting guidelines on them such as having a max XP invested in piloting, gunnery and SPAs.  With Clans though, bloodlines and bloodnames are a fun driver.  Or at least I assume so.  Never really played clans in a campaign setting.  Just random one off mech fights.

In terms of timing I prefer trying to schedule weekends rather than set weekends of the month.  With 3 kids in school, sports, cub scouts etc. I can't dictate being free every X Saturday of the month.

With a sweep of his...

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Black Omega

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Re: Future of Cincy BT
« Reply #5 on: October 01, 2015, 09:39:38 PM »

It has been a long time since I've played in a clan campaign.

I don't mind any era, clan or inner sphere, however I would prefer a character centered campaign or at least each player has their own small unit with which they can identify/take ownership.


In my old group's last clan campaign, we each had a Jade Falcon star and we bid against each other for the right to complete the objectives.  Each of us so wanted to be the unit to fight that we underbid ALL the time.  Our cluster, the 8th Talon of Blood, was renamed the 8th Puddle of Blood.  :-[ :-[
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Hat

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Re: Future of Cincy BT
« Reply #6 on: October 02, 2015, 09:22:41 AM »

The bidding process brings up some interesting possibilities.  Depending how that goes any players that are cut out of the bidding could help with the opFor.

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phlop

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Re: Future of Cincy BT
« Reply #7 on: October 02, 2015, 12:27:58 PM »

We did that with a clan campaign several campaigns back. Chasing down some mysterious Minnesota Tribe or something like that. Each had a unit with different mechs. Bidding taking place for the mission. Really enjoyable.
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serrate

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Re: Future of Cincy BT
« Reply #8 on: October 02, 2015, 03:18:39 PM »

Thanks Rob!  (^_^)b

Woooooo, hard to express how excited I am actually.

Era: My vote is for the most current era, as that allows us to use the newest units, and even pick them up from IWM when new ones are released. Since there are clans in the New Republic era, this seems like it'd still work with some of those requests.
Logistics: I like a simplified logistics system, like warchest or whatever the Chaos campaign uses.
System: You're the GM, so whatever you prefer is fine by me.

What do I want: I'd like to be able to manage a small number of units, instead of just one. Ideally, I'd like to have something going on the boards that keeps interest alive during the intervening weeks and gives us something to do. Whether this is RP, or purchasing new shiny toys, or even reading fiction related to the unit, it's all good.

I think maybe I'd prefer that we all be on the same side, and alternate OpFor players. A couple of reasons for that:

First, so that no one actually starts to see an opposing player as the "enemy" after fighting against them every session for 12-24 months, which leads to group tension. We should have but one enemy, and his name is GM.  ;D

Secondly, I think a unified campaign provides the most opportunity for creating the best story. It should be easier on the GM because he's writing/planning for one PC force. The corresponding story of the OpFor is more easily managed to account for the current player force situation.
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Darrian Wolffe

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Re: Future of Cincy BT
« Reply #9 on: October 02, 2015, 03:28:16 PM »

We did that with a clan campaign several campaigns back. Chasing down some mysterious Minnesota Tribe or something like that. Each had a unit with different mechs. Bidding taking place for the mission. Really enjoyable.

Since there's a desire for a Clan campaign, I'm actually seriously considering bringing this general concept back.  I've had some time to think about what went wrong and what worked with it, and I've got a revision 6 ruleset that I've been working on, on and off for a few years now.

If - IF - I were to do it, it would either end up being set sometime prior to REVIVAL (3030-ish), or as modern Clan forces in the Dark Age.  The big change are:
1) Everyone runs their own force (with a cool PC commander)
2) Players are randomly paired against each other each game
3) Players bid against the other person in the pair, loser plays OPFOR
4) EVERYBODY plays the same scenario (as in, each pair of players)
5) The highest VP-scoring player decides where the campaign branches to next
6) Between games is Warchest-style maintenance/logistics
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serrate

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Re: Future of Cincy BT
« Reply #10 on: October 02, 2015, 03:53:37 PM »

We did that with a clan campaign several campaigns back. Chasing down some mysterious Minnesota Tribe or something like that. Each had a unit with different mechs. Bidding taking place for the mission. Really enjoyable.

Since there's a desire for a Clan campaign, I'm actually seriously considering bringing this general concept back.  I've had some time to think about what went wrong and what worked with it, and I've got a revision 6 ruleset that I've been working on, on and off for a few years now.

If - IF - I were to do it, it would either end up being set sometime prior to REVIVAL (3030-ish), or as modern Clan forces in the Dark Age.  The big change are:
1) Everyone runs their own force (with a cool PC commander)
2) Players are randomly paired against each other each game
3) Players bid against the other person in the pair, loser plays OPFOR
4) EVERYBODY plays the same scenario (as in, each pair of players)
5) The highest VP-scoring player decides where the campaign branches to next
6) Between games is Warchest-style maintenance/logistics

Sounds awesome, sign me up. I vote for modern clan forces in the Dark Age.
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Black Omega

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Re: Future of Cincy BT
« Reply #11 on: October 02, 2015, 05:02:16 PM »


2) Players are randomly paired against each other each game
3) Players bid against the other person in the pair, loser plays OPFOR


BRILLIANT !!!!!!!!!!!!!!!!  (^_^)b

I'm not up on the most recent history [other than reading WoR].  But either era is fine.

Question:  Would Omni mechs be allowed in non-canon configurations or would we be limited to published canon configs?
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Darrian Wolffe

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Re: Future of Cincy BT
« Reply #12 on: October 02, 2015, 09:06:05 PM »

Question:  Would Omni mechs be allowed in non-canon configurations or would we be limited to published canon configs?

I hadn't thought about it.  My initial reaction would be the former, with the following restriction:

Repairing a stock unit: Unit tonnage in WarChest Points (Unit tonnage/2 for units with the easy to repair/maintain quirk)
Making a unit into a custom: 5 Warchest points per system added or removed
Repairing a custom unit: Regular Cost x2 (x1.75 for units with the easy to repair/maintain quirk)
Making an OmniUnit into a custom configuration: 2 Warchest points per system added or removed
Repairing an OmniUnit in a custom configuration: Unit tonnage x1.25 (Unit tonnage for units with the easy to repair/maintain quirk)

That way there's a clear advantage to remaining with a stock config, but it's still better to use a custom Omni than it is to modify a standard unit to custom specs.  Something I'd consider would be "each custom unit after the first in a Star takes a small penalty to repair costs" - the more non-standard stuff you have, the harder your Techs have to work.  And you can only beat Techs so many times in a Circle of Equals trying to get them to work harder/faster before you experience an unforeseen and unexplainable malfunction in your life support mid-battle.
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Hat

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Re: Future of Cincy BT
« Reply #13 on: October 02, 2015, 09:29:56 PM »

Rob,

What you've proposed sounds good be it 3030 or current.  The pairing process also accounts for folks not able to make it a given month.  I'm not sure I understand all the proposed logistics, but I'm sure I can learn.  A PC commander in charge of a small unit allows for flexibility both tactically and RP-wise.  I'm guessing SPAs if allowed impact the bidding process and thus balances out that way.

Certainly count me as interested.

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phlop

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Re: Future of Cincy BT
« Reply #14 on: October 02, 2015, 10:24:04 PM »

I am in.
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