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SC Mecha Rules: Mecha as "Big Robots"
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Mecha are...
Big Robots.
1%
 1%  [ 1 ]
Big Robots.
1%
 1%  [ 1 ]
Big Robots.
1%
 1%  [ 1 ]
Big Robots.
1%
 1%  [ 1 ]
Just Different Vehicles.
6%
 6%  [ 6 ]
Just Different Vehicles.
6%
 6%  [ 6 ]
Just Different Vehicles.
6%
 6%  [ 6 ]
Just Different Vehicles.
6%
 6%  [ 6 ]
Totally Freakin' COOL!!!!!
17%
 17%  [ 16 ]
Totally Freakin' COOL!!!!!
17%
 17%  [ 16 ]
Totally Freakin' COOL!!!!!
17%
 17%  [ 16 ]
Totally Freakin' COOL!!!!!
17%
 17%  [ 16 ]
Total Votes : 92

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jblittlefield
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PostPosted: Thu Apr 21, 2005 1:47 pm    Post subject: Reply with quote

charliebananas wrote:
jblittlefield wrote:
charliebananas wrote:
Cheers JB, i wasn't sure if i'd put it across very well, any hoo, the weapons or sub-systems weight is offset by it abilities, so there is no need to track energy points or weight limits.


Now tell me how you limit the number of weapons a mecha can have... Wink


The MCP's should be a controlling factor, but your idea of hard points for weapons works for me as well. Wink


I think basing everything off of MCPs is the best way to go -- one unified mechanic. Perhaps saying that a mecha can have a number of weapons based on Size (2, 4, 6, 8, 10) would be easiest. If you want more weapons you pay MCP for an upgrade.
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Boulder
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PostPosted: Thu Apr 21, 2005 1:48 pm    Post subject: Reply with quote

charliebananas wrote:
Exactly, you know JB as soon as you write the rules up the Savages will be changing them!!


LET THEM!!! Because as soon as they do, WE'LL CHANGE 'EM BACK!!! Why? Because we're rebels that way, that's why! We're crazy that way!
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jblittlefield
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PostPosted: Thu Apr 21, 2005 1:49 pm    Post subject: Reply with quote

charliebananas wrote:
jblittlefield wrote:
cdude93 wrote:
Limited weapons? These must not be anime-style mecha. Wink

James


Again ... someone who thinks anime is a genre ... Wink

Sure, some genres of the anime medium wouldn't worry about such things - but that's a setting-specific rule AFAIAC. Better to include the rules with a note that it can be ignored if the genre demands it.


Exactly, you know JB as soon as you write the rules up the Savages will be changing them!! Wink


That's fine so long as we have a unified document for licensed products to use. What you do with the info after we publish it is up to you. We just want some common ground.
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Boulder
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PostPosted: Thu Apr 21, 2005 1:51 pm    Post subject: Reply with quote

jb wrote:
I think basing everything off of MCPs is the best way to go -- one unified mechanic. Perhaps saying that a mecha can have a number of weapons based on Size (2, 4, 6, 8, 10) would be easiest. If you want more weapons you pay MCP for an upgrade.


Agreed. But how would you determine how much MCP a weapon is worth? As I suggested before, count the weapons weight as it's MCP.
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RooksGambit
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PostPosted: Thu Apr 21, 2005 1:53 pm    Post subject: Reply with quote

jblittlefield wrote:
charliebananas wrote:
jblittlefield wrote:
charliebananas wrote:
Cheers JB, i wasn't sure if i'd put it across very well, any hoo, the weapons or sub-systems weight is offset by it abilities, so there is no need to track energy points or weight limits.


Now tell me how you limit the number of weapons a mecha can have... Wink


The MCP's should be a controlling factor, but your idea of hard points for weapons works for me as well. Wink


I think basing everything off of MCPs is the best way to go -- one unified mechanic. Perhaps saying that a mecha can have a number of weapons based on Size (2, 4, 6, 8, 10) would be easiest. If you want more weapons you pay MCP for an upgrade.


Eh, I still like the Hard Points/ Weapon slots idea. You get a base number equal to the frames size (Except size +0, which still gets 1. Marine in a powered suit carrying a Gause cannon, WoO!), with the option to upgrade at 1 new HP/Slot per #of MCP (to reinforce the frame, etc.)
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charliebananas
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PostPosted: Thu Apr 21, 2005 1:57 pm    Post subject: Reply with quote

jblittlefield wrote:
charliebananas wrote:
jblittlefield wrote:
charliebananas wrote:
Cheers JB, i wasn't sure if i'd put it across very well, any hoo, the weapons or sub-systems weight is offset by it abilities, so there is no need to track energy points or weight limits.


Now tell me how you limit the number of weapons a mecha can have... Wink


The MCP's should be a controlling factor, but your idea of hard points for weapons works for me as well. Wink


I think basing everything off of MCPs is the best way to go -- one unified mechanic. Perhaps saying that a mecha can have a number of weapons based on Size (2, 4, 6, 8, 10) would be easiest. If you want more weapons you pay MCP for an upgrade.


Yeh thats good!

Tonights game is about to start, and as i'm GM i'll have to go, but i've really enjoyed working on this with you guys, its been alot of fun.

cheers
MIKE

#1xyxthumbs
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jblittlefield
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PostPosted: Thu Apr 21, 2005 1:59 pm    Post subject: Reply with quote

Boulder wrote:
jb wrote:
I think basing everything off of MCPs is the best way to go -- one unified mechanic. Perhaps saying that a mecha can have a number of weapons based on Size (2, 4, 6, 8, 10) would be easiest. If you want more weapons you pay MCP for an upgrade.


Agreed. But how would you determine how much MCP a weapon is worth? As I suggested before, count the weapons weight as it's MCP.


By damage perhaps? Why add weight into the mix?
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Boulder
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PostPosted: Thu Apr 21, 2005 2:08 pm    Post subject: Reply with quote

jb wrote:
By damage perhaps? Why add weight into the mix


Because it just seems realistic that the weight of the weapon and/or ammo would represent how much space the Mech could handle. You put one heavy weapon on a small mech there's not going to be much room left over to put other systems/weapons/whatever but if you put a couple of SMGs on it there's plenty of room to put ECMs or whatever on the Mech.
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jblittlefield
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PostPosted: Thu Apr 21, 2005 2:12 pm    Post subject: Reply with quote

Boulder wrote:
jb wrote:
By damage perhaps? Why add weight into the mix


Because it just seems realistic that the weight of the weapon and/or ammo would represent how much space the Mech could handle. You put one heavy weapon on a small mech there's not going to be much room left over to put other systems/weapons/whatever but if you put a couple of SMGs on it there's plenty of room to put ECMs or whatever on the Mech.


Just rate 'em by "weapon slots" -- a SMG takes one slot while a plasma cannon might take 3 slots. That way you limit the number and type of weapons that can be taken without worrying about their actual weight.

So a Size 0 mecha could have a two one-slot weapons or a two-slot weapon.

Base actual MCP cost on their damage.
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jblittlefield
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PostPosted: Thu Apr 21, 2005 2:13 pm    Post subject: Reply with quote

Boulder wrote:
jb wrote:
By damage perhaps? Why add weight into the mix


Because it just seems realistic....



Realistic anime mecha, eh? (jk) Wink
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Boulder
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PostPosted: Thu Apr 21, 2005 2:17 pm    Post subject: Reply with quote

jb wrote:
Base actual MCP cost on their damage


Well Mr. Smarty Pants Razz How would you convert weapon damage into MCP?
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RooksGambit
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PostPosted: Thu Apr 21, 2005 2:18 pm    Post subject: Reply with quote

jblittlefield wrote:
Boulder wrote:
jb wrote:
By damage perhaps? Why add weight into the mix


Because it just seems realistic that the weight of the weapon and/or ammo would represent how much space the Mech could handle. You put one heavy weapon on a small mech there's not going to be much room left over to put other systems/weapons/whatever but if you put a couple of SMGs on it there's plenty of room to put ECMs or whatever on the Mech.


Just rate 'em by "weapon slots" -- a SMG takes one slot while a plasma cannon might take 3 slots. That way you limit the number and type of weapons that can be taken without worrying about their actual weight.

So a Size 0 mecha could have a two one-slot weapons or a two-slot weapon.

Base actual MCP cost on their damage.


Agreed here.

But, if you're going by the Slot idea, I don't understand amplifying a weapon's damage depending on the size of the Mech. Weapons slots more or less balance themselves.

A larger mech is more powerful because it might have 2 pairs of plasma cannons linked to each other (plus other weapons), while a little scout Mech could only pull off one plasma cannon, if at all, and nothing else.

Ooo...Scout Mech snipers with high-powered railguns. Cockpit shot!!
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Boulder
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PostPosted: Thu Apr 21, 2005 2:22 pm    Post subject: Reply with quote

Rook wrote:
Ooo...Scout Mech snipers with high-powered railguns. Cockpit shot!!


Thanks now you've got me drooling Confused
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Bretbo
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PostPosted: Thu Apr 21, 2005 2:25 pm    Post subject: Reply with quote

(edit: how did I miss JBs post...D'oh).

As far as weapons go, I'd suggest creating sample weapons and give them a space rating based on the Size (2, 4, 6, 8, 10) method. This way, a mecha of size +8 could have a Mega-Laser (spaces=5) and Mini-Missiles (space=3). Or 2 Mini-Missiles (space=6, 3 each) and two Mini-Lasers (space=4, 2 each). Done. FFF.

(edit: OK, here you go, I'd suggest coming up with some basic, generic weapons that publishers/fans can adapt and expand upon in their own settings. Like, for example, Small laser, Medium Laser, and Large Laser. Yes, this is very early Battletech, but you kinda have to be this generic. Also, try to include, at the generic level, as many different types of weapons possible: Energy Ranged, Energy Melee, Projectile, Missile, ect.)
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jblittlefield
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PostPosted: Thu Apr 21, 2005 2:36 pm    Post subject: Reply with quote

Bretbo wrote:
(edit: how did I miss JBs post...D'oh).

As far as weapons go, I'd suggest creating sample weapons and give them a space rating based on the Size (2, 4, 6, 8, 10) method. This way, a mecha of size +8 could have a Mega-Laser (spaces=5) and Mini-Missiles (space=3). Or 2 Mini-Missiles (space=6, 3 each) and two Mini-Lasers (space=4, 2 each). Done. FFF.

(edit: OK, here you go, I'd suggest coming up with some basic, generic weapons that publishers/fans can adapt and expand upon in their own settings. Like, for example, Small laser, Medium Laser, and Large Laser. Yes, this is very early Battletech, but you kinda have to be this generic. Also, try to include, at the generic level, as many different types of weapons possible: Energy Ranged, Energy Melee, Projectile, Missile, ect.)


Actually, early BT would be a good starting point ... Wink
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Brand
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PostPosted: Thu Apr 21, 2005 3:11 pm    Post subject: Reply with quote

jblittlefield wrote:

Just rate 'em by "weapon slots" -- a SMG takes one slot while a plasma cannon might take 3 slots. That way you limit the number and type of weapons that can be taken without worrying about their actual weight.

So a Size 0 mecha could have a two one-slot weapons or a two-slot weapon.


I like the hard points idea, and it opens up the possibility of 'carried' weapons as well.

For example...a builder could add a couple of weapon slots for a mounted laser cannon and a giant buzz saw attachment, OR add arms and carry a laser cannon and giant sword (with the possibility of those weapons being dropped or disarmed).
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jblittlefield
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PostPosted: Thu Apr 21, 2005 3:14 pm    Post subject: Reply with quote

Brand wrote:
jblittlefield wrote:

Just rate 'em by "weapon slots" -- a SMG takes one slot while a plasma cannon might take 3 slots. That way you limit the number and type of weapons that can be taken without worrying about their actual weight.

So a Size 0 mecha could have a two one-slot weapons or a two-slot weapon.


I like the hard points idea, and it opens up the possibility of 'carried' weapons as well.

For example...a builder could add a couple of weapon slots for a mounted laser cannon and a giant buzz saw attachment, OR add arms and carry a laser cannon and giant sword (with the possibility of those weapons being dropped or disarmed).


He could do that anyway -- one weapon slot = one arm or one sword or one buzz saw, etc...
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Brand
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PostPosted: Thu Apr 21, 2005 3:56 pm    Post subject: Reply with quote

jblittlefield wrote:
He could do that anyway -- one weapon slot = one arm or one sword or one buzz saw, etc...


I guess I was envisioning arms as more of a 'flexible hardpoint'. With arms, you could carry a variety of weapons, pick up handy telephone poles, punch, etc. Dedicated hardpoints would limit you to a specific weapon for that slot, but aren't vulnerable to disarm attempts and the like.

I can see where arms might require a hardpoint available to attach to, but I think that the carried vs. attached weapons would be an interesting trade-off. Kind of like going with innate powers or devices in NE.
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RooksGambit
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PostPosted: Thu Apr 21, 2005 4:01 pm    Post subject: Reply with quote

That's a facet I hadn't thought of either.

A lot of your BattleTech/Mechwarrior style mechs aren't going to have arms so much as big freakin' guns in the place of arms.

So, An Arm costing a Weapon Slot or two makes sense.
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PostPosted: Thu Apr 21, 2005 6:31 pm    Post subject: Reply with quote

Just got back in. You guys have been busy. I need to mull all this over...

Regards,

Sean
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