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What makes a good milita Mech?
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Karagin
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PostPosted: 21-Jul-2002 13:25    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Looking for ideas from you folks on what makes a good milita mech...

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PostPosted: 21-Jul-2002 13:45    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Cheap and easy to fix.

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PostPosted: 21-Jul-2002 13:51    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

not too much advnaced tech and plenty of ammoless weapons

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PostPosted: 21-Jul-2002 13:52    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Depends partly on what militia you are in (near the border, near a hot pirate area, in an oppressive state, etc.), but I think the basic guidelines below are fairly standard.

1. It must be cheap and easy to maintain. No XLs definately, and I would say no Ferro armor either since it is more expensive than standard and the inccreased protection is usually not worth the price.

2. It must have two fully functional hands. This way it can do double duty in heavy construction or rescue service/disaster relief or something that would help diffuse claims from some people that the mech is a waste of money.

3. It should have jump jets so that it can get to just about anywhere regardless of terrain. This is particularly useful if used in rescue or disaster relief.

4. A flamer is useful not only as a weapon but to help clear away brush that is a fire hazard. Get the ones from that one coolant truck that can use them for shooting coolant if possible. Now the mech can take on firefighting activities with only a few modifications. Or it can be rigged to spray a foam to break up a riot.

5. Machine guns are useful in the event that the mech will have to fire on unarmored infantry. I'm thinking against a rebel army, not an unruly mob, but some less than human types would use it for that purpose also.

6. Simple controls, but a good life support system. These mechs will likely be used by green recruits who get minimal training, or may have to do double duty as a training mech. The quality life support is needed because this mech may be in the field for extended periods at a time, either when on a disaster relief mission or as part of a resistance movement if the planet is taken by attackers.

7. The potential firefighting and other disaster relief roles would require this machine to be heat efficient if possible. Double heat sinks might be worth the cost depending on what the mech is expected to face.

8. Other than the MGs and the special stuff for the modified flamers, ammunition dependency should be minimal. The possibility of having to fight a guerilla campaign is one reason (MG rounds are certainly easier to produce on the run than other ammo types, plus one ammo bin tends to last longer). The danger of detonation through extreme heat (when firefighting) is another (I'd just unload the ammo before firefighting). The most important reason would be the simple cost of buying, transporting, and storing ammunition. Training can be done fairly cheaply with energy weapons since the consume no ammo. Granted, energy weapons are probably harder to maintain and repair, so an arguement could be made the other way for an ammo based weapon suite, but overall energy weapons require less maintenance support personnel overall so it would be cheaper to go with mostly energy weapons.

9. The mech should be fairly fast, but not too fast. Fast enough to keep up with normal ground traffic at most to protect convoys or VIPs as needed, but otherwise too much speed encourages the pilot to run down the streets too fast, resulting in skids and stuff. This is another reasn why jump jets are recommended: you can't skid when using jump jets (unless the pilot is just that bad).

10. The cockpit should be pretty roomy. This probably falls under the life support category, but I consider it separate for a few reasons. One, this mech will likely have a wide variety of pilots assigned to it, probably all at the same time. Two, these pilots are probably not as active, so, uhh, roomier seats are needed so you don't have to use crowbars and shoehorns on your pilots like the Stinger is known for. Three, these cockpits may have to carry an extra person or two for a number of reasons (rescues, VIP tours, rides at county fairs) and those passengers aren't likely to be svelte either.

I hope that covers about everything.
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PostPosted: 21-Jul-2002 20:15    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

I agree with what the others said: cheap, replacement parts availability, robustness, and multiple uses. Basically your average workhorse mech. The old Shadowhawk comes to mind.

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PostPosted: 21-Jul-2002 20:27    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

So would having endo on the mech be a good idea or not?


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PostPosted: 21-Jul-2002 20:36    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

If it is on a major world that produces endo-steel, it may be acceptable. But for most worlds, not really. Stick mostly with Lvl 1 tech, maybe lvl 2 for weapons.

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Culverin
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PostPosted: 21-Jul-2002 20:59    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

a Marshall is the perfect militia mech...

firestarters are good ones too.

also, they should be light or mediums.
almost no militia uses assaults.
heavy's would probably be the commander's mech at best.

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PostPosted: 21-Jul-2002 21:26    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Quote:

On 2002-07-21 20:59, Culverin wrote:
a Marshall is the perfect militia mech...

firestarters are good ones too.



For some strange reason, the Watchman and the Sentry BattleMechs come to mind as well...

Or multiple versions of the Stinger and Wasp...

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PostPosted: 21-Jul-2002 22:41    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

I think ronin bassically covered everything. Sounds like you've been involved in a few milita excursions.

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Sir Henry
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PostPosted: 22-Jul-2002 07:40    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Or anything that gets the Job Done.



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Ronin
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PostPosted: 22-Jul-2002 11:06    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Quote:

On 2002-07-21 22:41, Sarkkahn wrote:
I think ronin bassically covered everything. Sounds like you've been involved in a few milita excursions.




Some experience, yes, but mostly I just do a lot of thinking (daydreaming) when I should be studying for classes.
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Sarkkahn
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PostPosted: 22-Jul-2002 13:14    Post subject: What makes a good milita Mech? Reply to topic Reply with quote

Lol been there done that. Study hall has never been anything but timeto read battletech for me........ maybe I should try working....nahhh

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PostPosted: 24-Jul-2002 14:28    Post subject: RE: What makes a good milita Mech? Reply to topic Reply with quote

Keep it simple. it should have tech that the techs on backwater planets can fix. 3050 refit technology at the most advanced. Easy to get parts, that would not drain frontline units and could be manufactured locally if necessary. (no ferro, endo, xl technology)


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PostPosted: 24-Jul-2002 14:35    Post subject: RE: What makes a good milita Mech? Reply to topic Reply with quote

In other words really crappy mechs

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