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jumping house rule?
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Gunslinger Patch
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PostPosted: 06-May-2002 08:39    Post subject: jumping house rule? Reply to topic Reply with quote

You know, it seems that I recall from the novels that jump jets have fuel and that you can run out of it. Perhaps the way to defeat the TC/pulse jump jet munchers is to have a rule about how many hexes total, a jumper can jump without heading back to base to get reloaded.

Basically I am thinking about a multiplier for the jump movement, such as 5x, 10X, or whatever. So that if your mech jumps 6 hexes per turn, it can jump a total of 30 hexes say before it needs to refuel the jump jets.

And second, should this jump fuel be some kind of fuel that units have to buy and keep in stock, or should it just be fusion heated water and a mech can refresh itself by standing in the lake sucking water into the jump tanks for a set number of turns?
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PostPosted: 06-May-2002 10:28    Post subject: jumping house rule? Reply to topic Reply with quote

I believe we have had this idea before, but just one thing, smaller mechs should get far more jump hexes then larger mechs. This is because, for smaller mechs, sometimes their only defense against their larger cousins is manuverability and jumping is the best form of manuverability.

So before we make this game all about heavy and assaults, we should consider any plan we make and its impact on Lights and Mediums.

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PostPosted: 06-May-2002 11:17    Post subject: jumping house rule? Reply to topic Reply with quote

This idea seems to resurface every so often. I am generally in favor of limiting the power of jump jets, and fuel would be a decent way of doing that. Unfortunately it adds another level of accounting to the game, which isn't what Btech needs. But still its an ok idea.

I would go with the water idea. I would think the water would at least have to be purified to work consistantly.

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Talen
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PostPosted: 06-May-2002 11:45    Post subject: jumping house rule? Reply to topic Reply with quote

The idea for JJ fuel is a good one, really...the problem is execution. BUT....i have had one possible thought for JJ. Compressed air....and i mean a LOT of compresed air, with a lot of compressing. No, more comprssed than what you're thinking...there ya go! I know its a stretch, but then again, so is a fusion engine strapped to the back of Locust...

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PostPosted: 06-May-2002 13:02    Post subject: jumping house rule? Reply to topic Reply with quote

JJ rule outlines:
The lighter the mech the more it can jump (based on every 5 tons)
The more JJ present then the shorter it can jump (uses fuel faster)

something like a 5x modifier so you can jump for 5 turns if you jump your max.

If you run out of fuel midjump (2 fuel and 5 jump) then you crash land taking dmg to stucture and armor on legs (2 light, 4 med, 6 heavy, 8 assault)

still need guidelines for initial distribution tho.

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Culverin
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PostPosted: 06-May-2002 14:10    Post subject: jumping house rule? Reply to topic Reply with quote

unfortunately.

jumpjets use super heated air and no gas in the atmosphere.
so says Clutch

and the only time they use fuel is when there is no air to heat up.


btw, i'm a jumper.


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Talen
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PostPosted: 06-May-2002 14:18    Post subject: jumping house rule? Reply to topic Reply with quote

I liked in MW2 where you had unlimited JJ fuel...but it needed to re-charge after a jump.

So...how about this...

'Mechs have unlimited number of Jump capability, but the system needs time to recharge. For every 2MP the 'mech jumps, it needs a whole turn to recharge it. Example: A 4/6/4 mech jumps 4 hexes in turn 1, using all of his jet thrust for the turn. The next turn his 'mech has only recharged 2 MP, so he can choose to move normally, or he can still jum, but at a dramatically decreased range. If we waits until turn 3, he can jump his whole 4 MP again.

HAHAH! Beat THAT! That is th best freaking jump rule EVER!

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PostPosted: 06-May-2002 14:32    Post subject: jumping house rule? Reply to topic Reply with quote

hey, that's a pretty good rule.

that would be good, except that jumping is a core part of battletech, so i don't think that should become official.

and since i'm a jumper, i'd NEVER let that become one of our house rules, but at first glance, it seems pretty balanced.

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PostPosted: 06-May-2002 14:38    Post subject: jumping house rule? Reply to topic Reply with quote

oh yeah.

sorry, munchkin factor kicking in a little slow today.

ok, here's the fault in that.
by limiting charge rate, you would have to allow capacity and charge rate to be a factor as well.

such as if you dont move and only fire ballistic weapons, jump fuel would come back faster than if you were running and firing off PPC's.

also, capacity.
if you make it so that there is a limit to charge speed, there MUST be a containment of some sort.
and any idiot can say, i'm going to pack 1 1 LBX/20 and TONS of jump fuel containters to jump in, slug you, and jump out with modifers so high that it makes him impossible to hit.

just thoughts.


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PostPosted: 06-May-2002 15:17    Post subject: jumping house rule? Reply to topic Reply with quote

So how about a capacity that equals the number of jump jets x 2. Recharge is number of jump jets divided by 2 rounded up. You cannot charge and jump in the same turn.

I am not sure how you would handle this on an airless world since the fiction states that a small amount of mercury is carried.

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PostPosted: 06-May-2002 15:29    Post subject: jumping house rule? Reply to topic Reply with quote

So much math. My head hurts!!

ICER passes out from a headache

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PostPosted: 06-May-2002 21:49    Post subject: jumping house rule? Reply to topic Reply with quote

Intresting, I was thinking of a different house rule. But to follow KISS rules, 4 times in a row for light, 3 for medium, 2 for heavy, 1 for assualt. Damn the distance jumped. One round of not jumping recharges you all the way. Is this not strict enough? Probably but does force those little frogs to make sure they have a way out.

AWAD- All changes should follow the KISS rules..... if it can not fit in a single 3x5 card written in 24 font, not need a calcuator, or cross reference sheet.....forget it
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Gunslinger Patch
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PostPosted: 06-May-2002 23:17    Post subject: jumping house rule? Reply to topic Reply with quote

I think I like Talen's rule pretty good. But I think I would go with a recharge rate of 1/3 per turn, rounded up. Basically the idea is to let the jumpers jump a lot, but stop the munchers from doing nothing but jumping. And with a recharge of 2, some of those long jumpers wouldn't get to jump very much.

Or how about that not being a recharge time, but a cooling down of the jets time? And if you overdo it, you overheat the jets and take on extra heat points (double normal?) or have a chance to damage or wreck your own jump jets in midair (how about a 6 level drop?).

Yeah, recharge at 1/3 per turn rounded up. And if you overjump, the jump heat that turn is doubled and there is a chance of wrecking the jump jets.

Roll 2d6, on a 2-4 +1 for every additional turn of overjumping there is a problem. If you rolled snake eyes you had two problems. Then roll 1d6. On a 2-6 you lose 1 jump point until repaired, effective right then, as in you land one hex short of where you were aiming for and must make a piloting roll to not fall down.

On a 1 the jump jets just threw a rod and you fall 1-6 levels and smack into the ground at some randomly chosen hex along the route of your jump. And making a piloting roll with a 2 penalty can halve the damage.

Since the munchers are always trying to land right behind you and nail you at point blank range with their pulse lasers, their attack kind of resembles a Death From Above. And that is supposed to be hard to pull off right? With a chance to hurt yourself worse than the other guy, right? So this jump house rule could do that, make constant jumping a risk and also make the muchers think about their heat some.

Anybody like?

[ This Message was edited by: Gunslinger Patch on 2002-05-06 23:20 ]
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PostPosted: 07-May-2002 16:46    Post subject: jumping house rule? Reply to topic Reply with quote

I actually perfer AWAD's KISS theory idea with the following modifications. Instead of basing it on the machines class why not it's JJs class?

0.5 tons 5 jumps
1.0 tons 3 jumps
2.0 tons 2 jumps

Gunslinger Patch's idea might be interesting to try, but the record keeping would be extensive enough that unless I was a GM having problems with munchies I would not use it.

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Gunslinger Patch
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PostPosted: 08-May-2002 03:21    Post subject: jumping house rule? Reply to topic Reply with quote

Yeah, that would be paperwork. I can see it being too much for a large game. But for a lance on lance it wouldn't be too much trouble to keep track of. Too bad I can't do program code, it would a nice rule for the fabled Battletech on a disk.

But I don't agree with light mechs having so much more jump jet endurance than an assault does. A light is a quarter the weight of an assault but the jump jet is too, so I would think the endurance would come out the same for all sizes.

Perhaps the really simplest rule is one I've used sometimes. That is 1 and 1, 2 and 2. You jump one turn, the jets need one round to rebuild themselves. Two turns, and two more footing it to recover. But never more than 2 turns of jumping in a row.

The only compicated part of this one is if you jump 2, and walk 1, and then jump again for 1 turn. Then you have to remember you still need 2 turns of walking to fully cool your jets before you can jump for 2 turns again.
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