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

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Author Topic: QUESTIONS  (Read 34331 times)

Hat

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Re: QUESTIONS
« Reply #105 on: March 22, 2018, 01:02:00 PM »

Thanks for the clarity. Again, just trying to get caught up on understanding How things should work. One thing I’m realizing is that having spare parts is expensive.  Hopefully there will be time to get the parts in stock before I need them.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #106 on: March 22, 2018, 01:29:55 PM »

Thanks for the clarity. Again, just trying to get caught up on understanding How things should work. One thing I’m realizing is that having spare parts is expensive.  Hopefully there will be time to get the parts in stock before I need them.

Yeah, spare parts are a big reason why most folks don't have a ton of cash lying about.  Something that happens in fluff and hasn't happened so far (but may START happening now that many folks have 5-6 Mechs available to them) is that they don't spend a ton of money getting spare parts in and lying about waiting to be used, but they will lay a Mech up for 3-4 weeks while they wait on the spare parts to get in and run a  lance with their other Mechs.

IIRC, there's a hump you have to get over when running a C-bill based campaign; once you're over it, money generally stops mattering much.  For IntroTech, that's around the "$10 million CB in the bank" mark.  For Level 2 tech, that's around the $25 million mark (mostly due to XL engines).  The fact that nobody is really approaching that yet means the campaign is working as intended, since a big part of the point of running a mercenary CB-based campaign is for the money to actually matter.
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Hat

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Re: QUESTIONS
« Reply #107 on: March 23, 2018, 07:56:56 AM »

How is land speed for off map movement done?  Specifically how do Jump jets, MASC and SPAs play in?  Trying to figure out how to potentially speed up mechs or equalize them without necessarily playing with the engine.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #108 on: March 23, 2018, 08:23:00 AM »

How is land speed for off map movement done? 

It's not.  The only relevant off-map movement is reinforcement time.  The formula for reinforcement movement is found in the rules document, is based off the Strategy skill, and works off the average speed of your lance (plus whether or not it jumps).  The only SPA which has any effect is Speed Demon (which gives a +1 MP to the pilot's Mech's effective speed), because there's no chance of failure when using it; MASC/TSM/anything else have no effect.

The most reliable way to speed up Mech Reinforcement Time is to have faster Mechs.  If you don't want to mess with the engine, that generally means, "have lighter Mechs."
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serrate

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Re: QUESTIONS
« Reply #109 on: April 14, 2018, 12:34:25 AM »

I've got 65-ton parts since I've been running a Catapult from the beginning. Now, I've got repairs to do on a salvaged Crusader. The Crusader needs a new LL since it took a Hip crit, so can I use a spare LL I've got in stock? Thought I should ask about this one, because clearly the Crusader does not have reverse-canted legs like the Cat.
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Black Omega

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Re: QUESTIONS
« Reply #110 on: April 14, 2018, 10:24:21 PM »

On the subject of retirement, I have scoured my records and the TO&E and cannot find any information on the ages of Dancer lance mechwarriors Smith, Lewis and Zweibel.  All other Dancer personnel have ages.  Do I randomly assign ages? GM assign?  Cannot do retirement rolls without this information.
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deadlyfire2345

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Re: QUESTIONS
« Reply #111 on: April 14, 2018, 11:03:54 PM »

In terms of gaining salvage and the requirement to put it back to factory standard before customization. Where is that exactly in the rules? I do not see it.
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Ice

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Re: QUESTIONS
« Reply #112 on: April 15, 2018, 12:27:05 AM »

where are the ages again for our personnel
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Ice

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Re: QUESTIONS
« Reply #113 on: April 16, 2018, 01:41:55 AM »

In terms of gaining salvage and the requirement to put it back to factory standard before customization. Where is that exactly in the rules? I do not see it.

im not seeing it either which actually kind of severely hampers peoples ability to do anything with the new mechs they just got

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ItsTehPope

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Re: QUESTIONS
« Reply #114 on: April 18, 2018, 01:15:43 PM »

Parts ordered question.

Say I order parts on 11/1 and we dust off on 11/3.  Do the parts meet up with us in transit or do they meet us on our next touch down, and can i order parts while we are in transit?
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deadlyfire2345

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Re: QUESTIONS
« Reply #115 on: April 18, 2018, 01:17:05 PM »

21 days after ordering parts, regardless of where we are.
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ItsTehPope

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Re: QUESTIONS
« Reply #116 on: April 18, 2018, 02:03:17 PM »

21 days after ordering parts, regardless of where we are.

Man, even in the 31st century Amazon has their shipping down.
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Hat

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Re: QUESTIONS
« Reply #117 on: April 19, 2018, 11:13:42 PM »

Ok, trying to do customization calculations by hand, but have a copy of the version 8 repair and refit calculator.  Is it safe to use that?

Also, in Rob's example he made a single roll for all removals, and a single roll for all installs.  Does each change get it's own roll?

Techs - is it possible to use multiple techs on the same mech for customizations?  It's unclear to me on how to combine Techs of different grades.

How many days / month do we assume for techs to be working?  I.e. if it's 29 days, is that just under a month's effort or is that roughly a month and a half?

Would have assigned my Vet Tech to the Vindicator customization as that's the most involved and started work on Nov 3, as I have the parts.  The regular 'Mech tech would need to do maintenance on the two mechs not otherwise being worked on in November (Clint and Phoenix Hawk) before starting on the Wolverine's customization.  Is that the right way to think about it?

Thanks for the help!
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Timberwolfd

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Re: QUESTIONS
« Reply #118 on: April 19, 2018, 11:31:20 PM »

1. The calculator is a spreadsheet I made to make life easier. It is good, but there are a few things that couldn't be easily Excel'd. The big one is that the sheet can't handle rush work. You will have to handle the time/difficulty adjustment manually.

2. Rob has made a change to the normal customization rules allowing us to split the removal of stuff from fresh installs. This is a time saving change since all removals are simple maintenance removals (basically an A level mod). Then the installs can happen as whatever level is appropriate. Note that if you choose to do removals separately, you make it harder to install stuff (mostly D level refits to install new equipment, since the previous removals took away the equipment) as a trade off. The main benefit is that A-D level stuff can happen in the dropship. This lets you focus on factory mods at the factory without inflating the time with a bunch of removals.

3. We are playing with each tech being a lead tech with a small team of assistant techs (astechs). Basically, the old school rules way. Because of that multiple techs (and their teams) may work on different repairs but not the same repair or customization. Be sure to include the +2 for customization on all of your changes where you didn't use a refit kit (which don't exist yet).

4A. The unit of work is in minutes with 480 minutes/day.
4B. We will be on the factory world for 11 days. The 5th through the 15th (when we will need to lift off to make our contract). Note that AtB is lax on adjudication of days. You have 480 minutes to work per day. Events that happen during the day happen during that day until the advance day button is pressed. Basically we land on the 5th. But the event of landing is not given a time, same goes for battles. You could be in a battle twice in one day and simply take a day to repair between battles.

5. yes.
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Hat

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Re: QUESTIONS
« Reply #119 on: April 20, 2018, 11:40:59 AM »

Ok, I had a bad roll for customization.  Is it possible to spend an edge or is the only option to spend the time again for the repair?
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