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Author Topic: Future of Cincy BT  (Read 9820 times)

Timberwolfd

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Re: Future of Cincy BT
« Reply #30 on: October 07, 2015, 09:27:55 PM »

My two thoughts:

1)  I am leery of warchest points, as the system either breaks units right off the bad or units get so much that they no longer care about the cost of anything.  Yes, a GM can limit this but that often means that limits apply to one command (to steal robs term) and not another as the forces are likely to be damaged at different times.  So if we are fie with command turnover then warchest is fine, otherwise dice luck plays a huge roll in starting out.  Fun, but once a tipping point is reached then logistics no longer matters.

(granted, this is mostly with merc units, but a command is a command)

This one is relatively easy to address with a "tax" that arrogates a fraction (say 25-50%) of the points above average winnings to the "Unit" for distribution to damaged commands to keep everyone at least somewhat functional.  Keep a "bank" reserve for the "Unit" for truly lean games.
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Darrian Wolffe

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Re: Future of Cincy BT
« Reply #31 on: October 08, 2015, 03:03:44 AM »

My two thoughts:

1)  I am leery of warchest points, as the system either breaks units right off the bad or units get so much that they no longer care about the cost of anything.  Yes, a GM can limit this but that often means that limits apply to one command (to steal robs term) and not another as the forces are likely to be damaged at different times.  So if we are fie with command turnover then warchest is fine, otherwise dice luck plays a huge roll in starting out.  Fun, but once a tipping point is reached then logistics no longer matters.

I will say that there's some options to raise Warchest points in a hurry in the ruleset, so that it's hard to get TOO screwed (and if your command dies out, then you just start another one).  And I'm going to try to moderate rewards HARD this time, so that nobody is ever sitting on a gigantic Warchest pool.

I'm also aware I haven't actually posted the ruleset yet, and that you had no way to know any of this ahead of time.  So, good points, all.
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Black Omega

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Re: Future of Cincy BT
« Reply #32 on: October 08, 2015, 05:24:37 AM »

I didn't say it earlier.  I'm definitely in.  (^_^)b
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Re: Future of Cincy BT
« Reply #33 on: October 09, 2015, 09:46:45 PM »

I may bring along my oldest to play, but if so I'd add him to my command as suggested elsewhere.

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Timberwolfd

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Re: Future of Cincy BT
« Reply #34 on: October 13, 2015, 08:56:46 AM »

What kind of unit size/composition are we looking at?
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Darrian Wolffe

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Re: Future of Cincy BT
« Reply #35 on: October 14, 2015, 02:10:40 AM »

OK, I'm going to assume we're going to do the Clan Warchest thing, though I haven't actually developed the campaign arc yet.

To tide everybody over, here's the current working ruleset.  You're welcome to make comments, suggestions, and so forth.  I'm under no obligation to make suggested changes, mind, but I will consider every reasonable suggestion.
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Darrian Wolffe

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Re: Future of Cincy BT
« Reply #36 on: October 14, 2015, 05:24:35 PM »

OK, I'm going to assume we're going to do the Clan Warchest thing, though I haven't actually developed the campaign arc yet.

To tide everybody over, here's the current working ruleset.  You're welcome to make comments, suggestions, and so forth.  I'm under no obligation to make suggested changes, mind, but I will consider every reasonable suggestion.

And, naturally, as soon as I upload something, I notice an error.

There is a conflict between the table and the text regarding Star Commander Skill Ratings (under the "Bloodname" heading).  In this case, the TABLE is correct, not the block text.  This error has been logged for correction in v7.
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Timberwolfd

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Re: Future of Cincy BT
« Reply #37 on: October 14, 2015, 08:55:10 PM »

Will there be any way to improve unit pilot/gunnery?
Basically, if I play Hell's Horses, will my omnivehicles be forever inferior?
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Re: Future of Cincy BT
« Reply #38 on: October 14, 2015, 09:06:43 PM »

Rob,

Thanks for posting the rules.  What era, clans and TROs are eligible?

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Re: Future of Cincy BT
« Reply #39 on: October 14, 2015, 09:07:41 PM »

One other question, can we roll the unit composition rolls on our own, need to be witnessed, how do you want to work that?
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agustaaquila

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Re: Future of Cincy BT
« Reply #40 on: October 14, 2015, 11:13:09 PM »

1) What era or eras are under consideration? Or is this being held to a future discussion?

2)  "Each of the other two Stars has a single Star Commander, which must be assigned to a Mech-class unit different from your Avatar." 
                What does this restriction intend to prevent?  For example, if I roll all 6s, and choose all my mechs to be Fire Moth Ks, would this rule force me to select a different variant for 2 mechs such that they are not firemoth K?  On a more abstract level, what exactly does different mean?

3)  The rules for replacing a unit have you choose a faction appropriate unit, while the rules for force creation have no such restriction.  Do these need to be harmonized?
3a)  When do you choose  which clan your force is a part of?

4)  Under replacing an Avatar it states "Star Commander Edge is unchanged."  However, there are no rules for Star Commander Edge.  What is Star Commander Edge?
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Darrian Wolffe

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Re: Future of Cincy BT
« Reply #41 on: October 15, 2015, 03:01:39 AM »

Will there be any way to improve unit pilot/gunnery?

From prior experience, improving P/G scores using the Warchest system is extremely problematic.  It's either too expensive to bother with, or so cheap that everybody spends the entirety of their WCP on upgrading their pilots first thing, hoping that they'll win the first fight so they can continue the campaign.  The balance point in the middle involves tracking kills and missions per pilot, which is antithetical to the idea of a low-paperwork campaign.  I'm willing to hear ideas, but I'd much prefer to not have pilot advancement as a part of this.

Thanks for posting the rules.  What era, clans and TROs are eligible?
1) What era or eras are under consideration? Or is this being held to a future discussion?

There's no answer on this yet.  I'm leaning toward a War of Reaving-centric campaign, but I'm still fleshing out ideas.  

One other question, can we roll the unit composition rolls on our own, need to be witnessed, how do you want to work that?

These will absolutely need to be witnessed in person, or I'll link everyone to an online dice roller program that can't be spoofed.

Wait - Travis, don't we have a dice roller on these boards?


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2)  "Each of the other two Stars has a single Star Commander, which must be assigned to a Mech-class unit different from your Avatar."  
                What does this restriction intend to prevent?  For example, if I roll all 6s, and choose all my mechs to be Fire Moth Ks, would this rule force me to select a different variant for 2 mechs such that they are not firemoth K?  On a more abstract level, what exactly does different mean?

-You must assign a Star Commander to a Mech.
-You may not assign a Star Commander to the same Mech as your Avatar (this is covering for command console-equipped units and/or dual-pilot units)


Quote
3)  The rules for replacing a unit have you choose a faction appropriate unit, while the rules for force creation have no such restriction.  Do these need to be harmonized?

Yes, they do.  You will be limited by the MUL faction availabiilty for your chosen Clan.  Noted for v7.


 
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3a)  When do you choose  which clan your force is a part of?

Immediately after Avatar Creation, but before the Star Composition Roll.  Noted for v7.

 
Quote
4)  Under replacing an Avatar it states "Star Commander Edge is unchanged."  However, there are no rules for Star Commander Edge.  What is Star Commander Edge?

It's actually just Edge assigned to an individual Star Commander which you have the option to purchase and doesn't automatically refresh like your Avatar's does.  As it's also mentioned in the Warchest Logistics Table, I thought it was obvious.  I'll add an addendum to the table discussing it in v7.
« Last Edit: October 15, 2015, 03:04:41 AM by Darrian Wolffe »
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phlop

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Re: Future of Cincy BT
« Reply #42 on: October 15, 2015, 10:05:49 AM »

We could roll the units at our next game. This might be the incentive to get people to the game.

Also, may need a thread for individuals to make their choice of clan. Don't know if we want more than one player per clan.
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Re: Future of Cincy BT
« Reply #43 on: October 15, 2015, 02:06:56 PM »

I don't personally see a problem with multiple people with the same Clan for a couple of reasons.

1. Inter-unit bidding was common so having rivals as other players makes perfect sense
2. There are a limited number of clans and forcing people to play one they don't like for uniqueness purposes seems less than ideal

In terms of other questions, for SPAs all non-SPA criteria are assumed to be met, correct?  So Sniper requires Good Vision, Dex 5+ and Gunnery/X 5+, and would be base cost of 150.  Rangemaster which has a prerequisite of Sniper would cost 250, as the player would need to buy Sniper and then Rangemaster.

Never having played warchest before, is this an accurate summary?

1. The only areas for improvement through the campaign are in force composition within the 15 points for the trinary and one-shot fate rerolls for Star Commanders.  All other aspects of the Avatar and his force are considered static.

2. Unit creation is completed on a pilot independent force creation.  Bidding is done according to pilot adjusted BVs

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Re: Future of Cincy BT
« Reply #44 on: October 15, 2015, 02:16:09 PM »

One other question - with custom units provided by an appropriate logistics score, it's a unit not a point, right?  So if you wanted a custom ASF point, it would require at least Priority C for 2 ASF units to be customized.

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