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Karagin
Imperial Karagin Army
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PostPosted: 13-Apr-2010 18:30    Post subject: Next Advancement? Reply to topic Reply with quote

Okay we have seen in the BT universe the following:

Tanks and other AFVs being king of the battlefield replaced by mechs.

We have seen these same units come back and challenge the mechs hold on the title of king of the battlefield, mixed results.

We have see the infantry branch come back with power armor and similar technologies.

All still trying to knock the mech off the pedestal of king. So with this in mind what do you think would be the next logical advancement for things to either increase the mechs hold on the title of king or to knock it off that pedestal?
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CYBRN4CR
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PostPosted: 13-Apr-2010 21:29    Post subject: Next Advancement? Reply to topic Reply with quote

Mechs don't need anything to keep their title. They are already favored enough... Rolling Eyes

I don't use infantry enough to be able to say much really. They seem fine enough with the newer BA, rules and the like.

Give vehicles DHS and Endo Steel and I think vehicles could wrest the title from mechs. To balance it out, have the engines be heavier so the speeds are slower (much like a 100t ASF goes 2MP faster than a comparable 100t mech, a 100t tank would go 2MP slower) and have no 101-200t tanks. VTOLs will also get DHS and Endo Steel, but their engine speeds stay the same.

ASFs are right up there with the mechs. The only thing I would improve (so far) would be their external ordinance rules. 4 externally carried OS Arrow IV missiles slow me down 4 hexes?! Hell no. Remove the MP detriments by allowing all external ordinance to be carried as internal ordinance, and increase the weight cap to 40% of the maximum tonnage instead of 20%.

So yeah that's where I stand anyway. Razz
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[Last edited by CYBRN4CR on 14-Apr-2010 05:57; edited 9 times in total]
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Stinger
The Knights of Chaos
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PostPosted: 13-Apr-2010 23:09    Post subject: Next Advancement? Reply to topic Reply with quote

Protomechs are the next advancement.

They are smaller then mech and cost less. And if you go by BV then there isnt a contest. As you can see there is a 6 to 1 ratio. Not good if your the IS.


War Dog WRDG-3-WDR BV 2,259
Victor VTR-9-GD BV 2,260
Crusader CRD-3D BV 1,020
Phoenix Hawk PXH-6D BV 1,463

Total BV 7002

-VS-

10 Roc BV 2840
10 Minotaur BV 3670
5 Siren BV 260

Total BV 6780

Its even scarier if your a opposing clan

Timber Wolf (Mad Cat) Prime BV 2,252

-VS-

8 Roc's BV 2272

The Roc is the most balanced of the proto mechs that I have seen. the Minotaur is slower with more armor and a pair of ER Medium lasers.

In the one battle we did with Proto mechs, we got smoked, we had 10 front line clan mechs (with one exception, a Marauder 2c) versus 35 protomechs based on BV. by the time it was done (about 7 rounds) we had lost all but 2 mechs (my dragonfly was one of survivors, thank god for JJ) and only taken down 3 IIRC.
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Vagabond
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PostPosted: 14-Apr-2010 00:55    Post subject: Next Advancement? Reply to topic Reply with quote

i just lost 4 hours of typing, screw it. later maybe.
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Stinger
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PostPosted: 14-Apr-2010 01:37    Post subject: Next Advancement? Reply to topic Reply with quote

Same thing happened to me. hit the wrong button and lost it all. almost didnt post anything at all.
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Sleeping Dragon
Draconis Combine
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PostPosted: 14-Apr-2010 14:25    Post subject: Next Advancement? Reply to topic Reply with quote

Well, I think we'll see more combined arms approach.

All units have their own positives. 'Mechs are ideal for ground assault operations and difficult terrain, vehicles have an advantage in some peculiar environments, in cost (more vees can cover larger area for the same price) and defensive action (try to dig-in a 'Mech). Infantry is an ultimate swiss-army knife. Current rules don't offer the infantry a chance to shine, but this doesn't mean that they aren't there. Just assaulting a tank formation without specialized equipment is generally a poor idea. The infantry should lay mines, dig, build and operate semi-mobile fielded weapons. And the air force? Well A rapid power projection tool that quite surprisingly lacks ability to stay and hold anything. So, the 'Mech will get the attention because it will be THE unit that claims the ground, breaks through defenses and does all the shiny stuff, while the others... well... work.
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ralgith
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PostPosted: 14-Apr-2010 22:59    Post subject: Next Advancement? Reply to topic Reply with quote

I definitely say the combined arms approach is the future.

Especially after Seraph has used them so effectively against me in our battles where I play clanners and he plays a Merc Unit. The Mercs have a single lance of Vees, 2 Demolisher IIs, and 2 Zhukovs. All of which started off completely Canon. The Zhukovs now have Clan LB 10-X ACs and lots of ammo. Why? Because all the tanks have been insanely effective. Partly because I'm playing the clanners "In Character" in that they look in Vees with disdain... but mostly because Seraph is VERY good at using them for ambushes in unexpected places. Twice he's blown off heads with the Demolisher IIs' big guns. Its crazy. Both Demolishers are partially upgraded too. One got a Clan UAC/20 off a Gladiator. Like I said. Insane. Smile

All of that happened a couple years ago (real life years)... but more recently my brother has done the same thing to me. Ambush with a lance of Partisans & a lance of Challenger X MBTs. LOTS of big ACs... and when they ALL open up on just 2-4 mechs they can be devastating.
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Blackhand
Draconis Combine
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PostPosted: 27-Apr-2010 05:43    Post subject: Next Advancement? Reply to topic Reply with quote

Honestly my average force build looks like hover tanks, and helicopters are the knigs of the battlefield. My regiment that I designed has 24 mechs in it... compared to 12 aerospace units, 24 hover tanks, plus 2 companies of other tanks, a company and a half of helis and left overs is infantry. If I mixed in clan tech I'd probably drop a company of mechs and a company of regular armour for protos. They have few downsides if used properly.

The nice thing about mechs is that they can go anywhere and do just about anything. which makes them the most versitile king of the battlefield.

Protomechs are tiny mechs lets them do a lot of things better, but a few things worse like defend a fixed position.

Infantry are ambushers, and not much else unless you started playing with a lot of max tech ideas.

Helicopters are amazing snipers, and almost impossible to hit if done right.

Regular armour is slow but durable usually.

Hover armour likes wide open spaces but sucks when lacking space to move.

To me the Mech will win till LAMs win acceptance or decent weapons load outs.
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Vagabond
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PostPosted: 28-Apr-2010 08:38    Post subject: Next Advancement? Reply to topic Reply with quote

Ok take 2.

Year of Introduction:
Prehistory - Infantry
1806 - Support Vehicle Structure (estimated)
1859 - Support Armor (estimated)
1914 - Conventional Fighter
1916 - Combat Vehicle Structure
1916 - Tank
1916 - Rifle (Cannons)
1982 - Smallcraft
2010 to 2100 - Aerofighter
2010 to 2100 - Exoskeleton
2250 - AC/5
2300 - AC/2
2300 - IndustrialMechs
2350 - IndustrialMech Structure
2370 - SRM
2400 - Commercial Armor
2400 - LRM
2400 - ML
2400 - SL
2430 - LL
2439 - Industrial Armor
2439 - Standard Structure
2443 - BattleMechs
2460 - AC/10
2460 - PPC
2470 - Dropships
2470 - Standard Armor
2476 - CASE
2487 - Endo-Steel Structure
2500 - AC/20
2571 - Ferro-Fibrous Armor
2590 - Gauss
2595 - LB 10-X
2598 - Artemis IV
2609 - LPL
2609 - MPL
2609 - SPL
2620 - ERLL
2640 - Ultra AC/5
2647 - StSRM
2710 - Power Armor (Light)
2760 - ERPPC
2868 - Battle Armor
3060 - Protomechs

So we start off with infantry with spear then swords then finally firearms. Their armor advanced from pure skin to furs to leather to metals and finally synthetics. Then we develop primitive armored cars and the more combat orientated Tank. Tanks prove to place infantry in 2nd place until anti-tank weapons threaten them which is then countered by better and thicker armor. This back and fourth lasts until when at some point Tank armor finally achieves a BAR of 2. As the rules limit infantry damage to 2pt clusters and a BAR of 2 prevents all infantry damage from generating penetrating critical hits this permanently keeps conventional infantry in a position below that of a Tank in combat capability.

So next we get the development of Tank weapons back and forth with armor until we see in Battletech the development of Rifle (Cannon) class weapon. Heavier and larger weapons are developed as Support Armor gets harder, better, stronger, lighter. Rifle (Cannon) weapons are defeated by any armor with a BAR of 8 or more and deal less damage; interestingly enough, the heaviest Rifle (Cannon) deals less damage at BAR of 8 but still benefits from penetrating critical hits. For knowledge, the Light Rifle does 3 dmg (0 vs BAR of 8 or more), weights 3t, and has 18 rounds; the Medium Rifle does 6 dmg (3 vs BAR of 8 or more), weights 5t, and has 9 rounds; and the Heavy Rifle does 9 dmg (6 vs BAR of 8 or more), weights 8t, and has 6 rounds.

So at this point they abandon the idea of defeating the armor and move to ablating it. We see the development of the AC/2, AC/5, SRM, and LRM all of which penetrate lighter grade armors but do not loose damage against high-grade armor like Rifle (Cannons) making them far more effective then the older, more traditional armor defeating weapons. The future is ablation according to Battletech. At this point the armor evolves again offering better ablation protection while defeating all penetrating critical hits of the weapons of the day. While Commercial Armor is impressive, its not perfect as the older Rifle (Cannons) weapons still hurt it greatly. But as Commercial Armor is the standardized armor of the day its cheaper and more prolific then producing Support Armor with a BAR of 6 or more let alone the 8 or more variety. Commercial Armor costs 3000 per ton with 24pts of protection while a Tech B BAR 5 Support Armor costs 3200 per ton with 15.8pts of protection. A Tech E BAR 8 Support Armor (first BAR 8 not requiring Armored chassis mod) costs 8800 per ton with 22pts of protection. Then as they do, weapons got better with the finalization of the Large Laser which always defeats Commercial Armor.

So then to counter the Large Laser and put the final nail in none-ablative armor defeating weapons. Industrial Armor provides less then half the ablative protection of Commercial Armor per ton but can not be defeated by any known weapon. The 10.72pts of protection per ton that Industrial Armor offers at first appears sufficient when weapons are doing on average 5pts of damage but can no longer defeat the armor with a penetrating critical hit. But if we can no longer defeat the armor then lets keep using the method that is working: ablation. If the weapons of the day are not as effective then lets build bigger weapons that blow off a full ton of protection with each hit. Thus we get the AC/10 and PPC, the kings of battlefield weaponry for 10 years until Standard/Heavy Industrial Armor is finally refined and deployed. Now you need three hits with weapons that were in use against Commercial Armor, two hits from the Large Laser (the king when Commercial Armor was in use), and forces even the mighty AC/10 and PPC to hit twice to ablate a ton of armor.

But technology does not stop (except during the Succession Wars, lol) and the AC/20 is developed replacing the AC/10 and PPC as king of damage while also reducing Standard Armor protection value to one hit before the protection per ton is defeated. The next development protection is Ferro-Fibrous Armor which is less a development in the level of protection but in how much that protection weighs. Thus a ton of Ferro-Fibrous Armor offers 17.92pts of protection per ton. It helps to close the gap between the AC/20 and how much protection the armor offers against it.

At this point armor development stabilizes and weapons development slows greatly in its sheer damage capacity. However, weapon technologies do begin developing and refining in other directions. The Gauss offers the benefit of high damage capability at longer ranges then the AC/20, AC/10,or PPC. The LB 10-X offers accuracy at a minor loose in ablation capability on average and take better advantage of the armors natural weaknesses with occasional through armor critical hits. Artemis IV FCS improved the guidance ability of the day's ablation missiles. Pulse Lasers offer accuracy and anti-infantry capability at the cost of range and weight. ERLL and ERPPCs (developed 140 years apart) both offer improved range at the cost of heat. The UAC/5 offers the chance at twice the damage capability of traditional AC/5s at the cost of weight. And then Streak SRMs offer improved ablation capability by offer absolute accuracy at the cost of weight. Each of these developments except the Gauss are improvements on older weapons to improve ablation capability either by range or accuracy. Both methods increase the average damage capability of combat units by improving the average amount of fire on target during an engagement: range offers more shots in the same span of time and accuracy reduces the number of misses that occur in the same span of time. Either way, the average damage per second increases after the development of armor slows.

However, weapon and armor evolution is only one aspect that we must consider in this discussion. The other is the weapons delivery package. As mentioned above, Infantry and Tanks fought for dominance of the battlefield until BAR 2 Armor was developed and neutralized infantry units ability to destroy Tanks quickly. Range was no longer a comfort as the only tactics that reduced Tank units ability to pound infantry with massive volumes of weapons fire is the close to point blank range and overwhelm the Tanks crew. Ambush was the infantry units last refuge against Tanks. But Tanks would not remain dominant with the advent of the IndustrialMech and then the Battlemech. Infantry were supplanted by protection and the ability to carry larger, more powerful weapons in great quantity. However, the Tank has always suffered from issues with mobility and locomotion. Battlemechs fix these issues by moving all of the units locomotion and control mechanisms to within the armored shell. its like the difference between a iron hulled sailing ship and an iron hulled internally propelled ship; a sailing ship can have its sails destroyed with ease and rendering it immobile while a ship with its drive components contained within must have its armor defeated before its immobilized. The Battlemech could not be immobilized as easily as a Tank and with its semi-humanoid method of locomotion it could not get hung up on terrain features that a wheeled or tracked vehicle would. While the Battlemech was less stable, it was still more maneuverable and durable. The Tank had met its successor.

So we find that Battlemechs are more resistant to immobilizing damage, can carry the same if not better weapons package, and proves more maneuverable (faster and better in difficult terrain). However, they are not perfect as they are less stable, more heat prone, and carry less armor then an equivalent Tank. Non-the-less, these back draws do not allow Tanks to supplant Mechs.



Now, your asking yourself why did I bother reading this long ass post. Well that is because I typed the damn thing and you better like it. No. Its because I use this data and account of Battletech weapons development to suggest how a unit (new or old) can supplant the Battlemech.

Example 1: a Tank can supplant a Battlemech if a weapon was developed that had these stats: heat 3, damage 7, range 5/10/15, weight 12, criticals 7, ammo 10, and a special effect. This weapon uses a revolutionary combination of liner acceleration technologies combined with a high-density penitrators to offer armor penetration capabilities unheard of for thousand years. Whenever a target is hit by this weapon, treat it as having a Damage Threshold equal to 0.1 times the locations original armor even if it does not normally posses a damage threshold. Units with a Damage Threshold value or a BAR of less then 10 add a +2 to the die result to check for critical hits. Such a weapon while not as shear damaging as an AC/10 is a threat to every unit, but especially a Mech. Vehicles can just add more then 80pts of armor to negate it. Fighters can do the same as can Dropships. Only light units and units that have a maximum armor count are greatly impacted. This would return Tanks to the forefront of battle unit design.

Example 2: a new type of armor that can only be placed upon Vehicles because of their open design profile. This armor adds a -3 penalty of critical hit rolls that are not caused by internal structure damage. It also takes 2pts of damage to remove each point of armor; LB 10-X ACs must lump their damage into 2pt clusters rather then the normal 1pt clusters when determining hit location and damage. The armor offers 9pts of protection per ton and requires 2 item slots. Due to the bulk and reduction in the level of the open design nature of the vehicle, units using this armor suffer a constant -1 penalty to piloting skill rolls; in addition, OmniVehicles may not use this armor. This armor would decrease the vehicles immobility issue, increase protection against weapon especially cluster weapons, and allow the vehicle to compete with Mechs. Mechs would loose 1 of their greatest benefits of Vehicles and would be left with maneuverability.

Example 3: this is a very long example that took lots of time to calculate last time i tried to post this comment. This one is an example of a new development/evolution of a unit to surpass Battlemechs.

Battlemech Ultimate

Developed using advances in myomer, structural, control system, and gaussian technology to refine and advance Battlemech design to create the next generation of combat machines. Designed for advanced tactical capabilities and unparalleled maneuverability by incorporating several technologies together. At the base of the new design are structural improvements based around a central core that contains all of the units primary equipment including a brand new Torso Mounted Command module that includes a newly engineered escape system. Improvements in myomer bundles, control modules, and neural relay sub-systems have resulted in greater levels of motion control by the pilot. When combined with the newly developed linier actuator that applies gaussian principles to decrease friction and increase response times allows the unit to maintain balance without the use of bulky gyros. However, these control systems require an active power flow to remain rigid; once the power flow ceases the systems go limp. At the heart of the design is the concept of modularity and universal design. Outside of the core and its core systems the remaining components can quickly be swapped out for new components with little difficulty, time, or technical assistance. With the linier interlocks at the hips and shoulders if an arm or leg is terribly damaged in combat a new limb can be locked into place in only a few minutes depending on the extent of the damage. Furthermore, the new structural layout allows for 50 percent more armor protection to be mounted. When all of these developments are employed together it results in a unit that is faster, more maneuverable, stronger, and more physically capable then traditional Battlemechs.

Design Changes: Follow the steps for Battlemech construction as normal except where notated below.
Chassis - an Ultimate's chassis is better differently then conventional Mechs. Add 3 tons to the chassis final weight.
Engine - an Ultimate's locomotion and energy are more efficient then conventional Mechs. Subtract 2 from the units walking speed before calculating the engines size.
Gyro - an Ultimate's balance is maintained by the musculature unlike conventional Mechs. Do not add a Gyro. The 4 critical slots marked Gyro are now considered open slots.
Cockpit - an Ultimate's cockpit is centrally located unlike conventional Mechs. All Ultimate's use a special torso mounted cockpits. These cockpits use all of the rules for Torso Mounted Cockpit except that these Cockpits may eject as per Full-Head ejection systems.
Special Physical Enhancements - an Ultimate's musculature are unlike conventional Mechs. Ultimate's may not use TSM, MASC, or AES.
Armor - an Ultimate's chassis is more capable at supporting armor then conventional Mechs. An Ultimate may mount armor equal to 3x its internal structure. In addition, an Ultimate may use these two new types of armor: Electrically Charged Armor and Energy Conversion Armor.
Critical Slots - an Ultimate must designate two critical slot in each arm and leg as unavailable. They must also designate 1 critical in each torso as a linier interlock. The 4 critical slots marked Gyro are now considered open slots.
OmniMechs - an Ultimate's chassis is based on modular components unlike conventional Mechs. An Ultimate is thus inherently designed for modularity and customization. All Ultimates are treated as being OmniMechs.

Special Rules: an Ultimate receives these modifiers: -2 to piloting skill checks (-1 for physical attacks), -1 to attack rolls with arm mounted weapons (this bonus may not be used in conjunction with Targeting Computers but one may be mounted to offer all weapons a -1 on attack rolls), all physical attacks deal double damage, and double lifting capacity. If an Ultimate ever shuts down, it automatically falls down if not supported by a support gantry. All Ultimate Pilots where a specialized PAL suit that protect them, subtract 1pt of damage caused by heat.

Support Rules: Follow all the rules for repairing Battlemechs with these exceptions: 1) double the repair/replacement time for actuators, 2) the time to reattach a limb is 30 minutes unless the corresponding interlock is damaged at which point it takes 360 minutes, 3) it takes 180 minutes to replace a damaged interlock and 240 minutes to repair one, 4) an Ultimate with an ejected cockpit must also reattach the missing head, and 5) add 30 minutes to the maintenance time for Ultimates.

Control Suit: All Ultimate Pilot's were a specially designed PAL suit that aids them in interfacing with the units control systems as well as protects the pilot from damage and if they are ever forced to eject. If using the RPG rules, the pilot does not need a STR and BOD of 6+ but only need a 4+.

Code:
        Classic BattleTech Battle Armor Technical Readout
                            VALIDATED

Type/Model:    Ultimate Pilot Suit
Tech/Era:      Inner Sphere / 3067 / CBT Rules
Chassis Type:  Humanoid
Weight Class:  PA(L)/Exoskeleton (0 - 400 kg)
Rules:         Level 2, Custom design

Ground Speed:  10.8 km/h
Jump Capacity: 120 meters
Armor Type:    Advanced

------------------------------------------------------------------
Type/Model:    Ultimate Pilot Suit
Equipment:                                          Slots    Mass
Chassis Type:  PA(L) Class Humanoid                   0        80
Motive System: Ground Movement (1 MP)                 0         0
               Jump Jets       (3 MP)                 0        75
               Partial Wing (Body, +1 Jump MP)        1       200
Armor Type:    1 Points Advanced                      5        40

Manipulators:
  Left Arm:    Armored Glove                          0         0
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Rifle, Assault, Imperator AX-22      Rt Hand   15     0         0
------------------------------------------------------------------
TOTALS:                                               6       395
Slots & Mass Left:                                    0         5

Calculated Factors:
Total Cost:     417,703 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   5 (20 for 4)  Weapon Value: 2 (Ratio=.40)
Cost per BV:    53,540.6 (w/o Trooper Training costs)
Damage Factors: SRDmg = 0   MRDmg = 0   LRDmg = 0
Mechanized:     Can travel on OmniMechs and OmniVehicles
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 4J   Armor/Structure: 1 / 0
                Damage PB/M/L: -/-/-   Overheat: 0
                Point Value: 0    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 4/4/5/4    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 0,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: 0,  Running: 0,  Sprinting: 0
                Jump:  120 m/turn
                Attribute Modifiers:  STR: 0,  DEX: 0,  RFL: 0
                Equipment Rating:  E/E/E

                Created by HeavyMetal Battle Armor




So their you go... my argument and my ideas. 2 c-bills well spent.
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Rudel Gurken
Allisters Light Thunder
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PostPosted: 28-Apr-2010 12:34    Post subject: Next Advancement? Reply to topic Reply with quote

Your Pilot Suit is really interesting.

We had a similar idea (even befor BattleArmor construction rules were out):

Saver Escape Armor
    Weight: 0,5 ton
    Move: 2 Jump
    Armor: 3
    Armament: 1 Assault-Rifle


You'll need a special Cockpit (that cannot be used by pilots without said armor).
The Armor weights 0,5 tons and needs one slot of internal space for BattleMech construction purposes.
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PlaywithLAMs
Capellan Confederation
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PostPosted: 03-May-2010 21:04    Post subject: Next Advancement? Reply to topic Reply with quote

wrote:
All still trying to knock the mech off the pedestal of king. So with this in mind what do you think would be the next logical advancement for things to either increase the mechs hold on the title of king or to knock it off that pedestal?


I'd say artillery equipped units. Artillery can be inaccurate and devastating depending on where the artillery shots hit and how much damage they can do.
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EmeraldaWebb
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PostPosted: 12-May-2010 13:14    Post subject: Next Advancement? Reply to topic Reply with quote

I do think that vehicles should be allowed to use DHSes and Endo Steel. I am against having engines being heavier for vehicles; to do so would decertify already published designs. I recommend allowing 'Mechs to have a suspension factor like wheeled vehicles. Allow foot infantry platoons to rehide in terrain like jungle & woods.
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Vagabond
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PostPosted: 13-May-2010 08:57    Post subject: Re: Next Advancement? Reply to topic Reply with quote

EmeraldaWebb wrote:
I do think that vehicles should be allowed to use DHSes and Endo Steel. I am against having engines being heavier for vehicles; to do so would decertify already published designs. I recommend allowing 'Mechs to have a suspension factor like wheeled vehicles. Allow foot infantry platoons to rehide in terrain like jungle & woods.


Interesting rule suggestions but i have to ask... what does this have to do with the post topic? Its all rules changes with out any suggestion how this would be the next advancement.
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