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Author Topic: Unit TO&E v3-18  (Read 2823 times)

serrate

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Re: Unit TO&E v3-18
« Reply #15 on: March 19, 2017, 01:24:03 PM »

Quote
................................

Finally, you have 6 Administrators; they need to be "typed".  The four Admin types are: HR, Logistics, Transport, Command

Each Veteran Administrator will give a different sort of bonus:
Command: +1 Battlefield Initiative Bonus to one Role (Scout, Fight, etc)
Transport: -10% to Transport Costs
Logistical: After being assigned to a Lance for at least 1 month, that lance will get a -1 bonus to all IntroTech equipment availability TNs (TW-tech bonuses will appear in 3055)
Human Resource: After being assigned to a Lance for at least 1 month, that lance will get to add +5% to the number of Technical man-hours available for repair/refit duties.

Please argue about how the various Administrators should be dispersed below.

I propose 1 vet to Command, 2 vets to Transport. The others can be randomly assigned to lances, although I think they're pretty much not doing anything meaningful other than gaining XP until they hit vet. On the other hand, they could also be assigned to Command and Transport so that they'll be there to benefit our coffers once they hit vet status.

Just my opinion, but our unit is brand new, so let's do things with those admins that help the bottom line for now. If you want the extra admin help at the lance level, hire your own.
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Timberwolfd

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Re: Unit TO&E v3-18
« Reply #16 on: March 19, 2017, 01:38:13 PM »

Depending on the final answer for the impact of transport administration on owned jumpship/dropship I would agree that transport and command are the two areas they should end up.
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agustaaquila

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Re: Unit TO&E v3-18
« Reply #17 on: March 19, 2017, 02:07:45 PM »


Just my opinion, but our unit is brand new, so let's do things with those admins that help the bottom line for now. If you want the extra admin help at the lance level, hire your own.

Issue with this being that all salaries come off the top and are unit not personal expenses.  This works with techs as well.

So I like the idea of using the starting vet admins to boost the overall unit.  I think 2 command (so 2 different roles get bonuses) and one transport(its money, in some form somehow) from our vets.  For our regular, one should be hr and the other should be logistics.  We will need help down the road getting stuff, some more than others with the scrounge scores we have.  Our green could be anything, but another command so all roles get a +1 or one role can get a +2 would not be bad.
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Ad Hoc

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Re: Unit TO&E v3-18
« Reply #18 on: March 19, 2017, 05:28:48 PM »

To be honest I don't know anything about this kind of battletech, so I am willing to go along with the decision of the majority of the group.  But I feel if there is a way for these admins and techs to benefit the whole groups bottom line that is what we need to do.  We can divide them later to individual lances later if it is truely better for the group.

Also, I have no clue on what I need to purchase for my lances stock pile.  Could I please have some honest opinions on what would be best.  It might be best if you pm me or post it in my lance thread.  Thanks
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Darrian Wolffe

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Re: Unit TO&E v3-18
« Reply #19 on: March 20, 2017, 12:13:36 AM »

Sorry I have taken so long on some of this.

However let me make this clear.

My unit, my characters, my names.  Anything else is overstepping unless I ask for assistance.

Right.  So here's the thing.  I literally could not build the unit in MekHQ without naming your personnel.  Characters automatically get names as they're generated, and by far the least annoying time to actually change a name is when generating the character in the first place (changing the names on a generated character can corrupt the savefile, which means you have to start completely from scratch, potentially wasting 3-4 hours of data input time), which is what I did with everyone else who got their information in prior to the heavily-extended deadline. 

So, I've changed the names to what you wanted, and it seems there's no harm done to the savefile, but your inability to get those guys named in your creation thread held me up for 4 days since I didn't want to risk the data corruption issue, during a point where I'm trying to get this thing built so you have time to actually get everything done that needed done by this coming Saturday.  The absolute deadline for getting everything done was 12 March (midnight) for a reason, and that was with six extra days after the initial deadline I gave.

I understand your feelings on character names.  I do.  They're hugely important.  However, you need to understand that you, personally, held up the process for several days.  Deadlines exist for a reason, and when they are expired I will move on with or without your (or anyone else's) consent.  In this case, it's "no harm done", an the characters were renamed without blowing up the save and wasting MY time.  Understand that in the future, a deadline is a deadline, and I may not be able to go back and fix things which were missed.
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Black Omega

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Re: Unit TO&E v3-18
« Reply #20 on: March 20, 2017, 05:37:23 AM »

you could have told me
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serrate

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Re: Unit TO&E v3-18
« Reply #21 on: March 20, 2017, 02:12:16 PM »

Also, I have no clue on what I need to purchase for my lances stock pile.  Could I please have some honest opinions on what would be best.  It might be best if you pm me or post it in my lance thread.  Thanks

Check my response to Brandon's thread. You should definitely use Rob's warehouse as a kind of template for your own stuff.
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serrate

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Re: Unit TO&E v3-18
« Reply #22 on: March 20, 2017, 02:13:05 PM »


Just my opinion, but our unit is brand new, so let's do things with those admins that help the bottom line for now. If you want the extra admin help at the lance level, hire your own.

Issue with this being that all salaries come off the top and are unit not personal expenses.  This works with techs as well.

So I like the idea of using the starting vet admins to boost the overall unit.  I think 2 command (so 2 different roles get bonuses) and one transport(its money, in some form somehow) from our vets.  For our regular, one should be hr and the other should be logistics.  We will need help down the road getting stuff, some more than others with the scrounge scores we have.  Our green could be anything, but another command so all roles get a +1 or one role can get a +2 would not be bad.

Sounds good to me.
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Darrian Wolffe

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Re: Unit TO&E v3-18
« Reply #23 on: March 22, 2017, 12:06:26 PM »

Bryan, as a heads-up, that person in your lance with a 9+ negotiation skill doesn't mean what you think it means.  It basically means she has a +1 bonus to the skill (in MW3 terms), and so tests on a 9 or better.  It's not a "+9" to the skill roll.  For some reason, stuff in AtB is expressed differently; depending on the specific skill.  Tactics and Strategy tell you the bonus to the roll, stuff like Negotiation reflects the final TN after your modifiers.

I forgot to mention this until just now, sorry for letting that go.  I was getting the other stuff done.
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