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Designing a Mech and critical placement
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Mordel
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PostPosted: 16-Aug-2013 21:34    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

Question, I notice in the books it states that the critical placements are a "default". I notice with HMP and certain cockpit types, you can move the criticals around within the location. This got me thinking, short of the arm and leg actuators, is everything else REALLY locked in place? Shouldn't one theoretically be able to slide all the CT crits down, and have the two free slots up top?
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PostPosted: 16-Aug-2013 21:37    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

I would agree that one could if one wanted to.
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PostPosted: 16-Aug-2013 21:50    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

What would be the gain in doing that though?
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PostPosted: 17-Aug-2013 02:10    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

It would have a minor affect on the odds of a crit.

But its functionally useless imho. I see no reason why other to limit complications but i see no reason.
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PostPosted: 17-Aug-2013 05:34    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

No, that's generally not done. Paul tried to do that once on a CGL product and it was shot down, hard.

3 engine slots, gyro (of whatever size), 3 engine slots. Large engines add two at bottom. <-- CT

Engine above other structure in side torsos, above equipment.

Head, the free slot is the 4, for a small cockpit it's 5+6.

For official sheets, we even have a check list of how to place the rest.
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PostPosted: 17-Aug-2013 10:20    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

Question then are we going to for official or are we going for fan base appeal?

Moving the items around in the same location doesn't hurt the game play in any amount that causes it to fail or stop, so I say if a player wants to space out the XL engine or what not in a location then they can IF there is room.
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PostPosted: 17-Aug-2013 11:28    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

One could argue that official and fanbase appeal might be congruent?
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PostPosted: 17-Aug-2013 13:29    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

Where is it set in the rules that if I want to move the sensors in the head from slot 5 to slot 4 when I am using a small cockpit I can not do so?

The placing of equipment is up to the designer or at least it should be since each of us has different ideas one where things go. I like the idea of spreading things out in a location since that means I won't have the whole mech go boom from engine hits every time since it allows more of the chance that something got in the way of that shot. Then again I have always not gotten the idea that the Endo and Ferro crits don't stop internal hits and allow it to bounce.

So is it set in the rules that components with in the same location, ie the CT or HD can't be moved around and have to follow a set in stone CGL way of doing things?

EDIT: Check the mech I just posted in the design section and let me know what you think about things, the file for HMPro is included.
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PostPosted: 17-Aug-2013 23:35    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

The only real restriction I see is the following:

1) Items must stay in the locations they are assigned (e.g., XL Engines must stay in right and left torso)
2) They must adhere to contiguous allotment when applicable (e.g., Clan XL needs to be in two consecutive slots; HMP doesn't actually adhere to this)

Having said that, I'm taking an approach similar to HMP whereby the following are essentially locked in place:

1) All actuators in Arms and Legs
2) All Engines and Gyros in the center torso
3) All head criticals when Standard, Command Console or Small Cockpit (head is less important because it's always a 1/6 no matter how you dice it)

Other then that, you'll be able to move anything you want around within the location. So you could move those 3 Inner Sphere XL Engines in the right torso from the top to the bottom.
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PostPosted: 18-Aug-2013 01:01    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

you do bring up something i have wondered for a bit:

Why can't an IS mech with XL move 1 slot from each Side torso into the Center torso?
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PostPosted: 18-Aug-2013 05:03    Post subject: Designing a Mech and critical placement Reply to topic Reply with quote

Moving crits around one location doesn't matter. Statistical chance to hit one particular thing is the same. Moving them among locations, however, does. This particularly would make IS 'Mechs with XL engine immune to death from side torso destruction. A significant change, don't you think? The rules are also pretty specific, with three criticals in each side torso...
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PostPosted: 18-Aug-2013 06:16    Post subject: Re: Designing a Mech and critical placement Reply to topic Reply with quote

Vagabond wrote:
you do bring up something i have wondered for a bit:

Why can't an IS mech with XL move 1 slot from each Side torso into the Center torso?


I don't know about the newest construction rules because I've not really read them, but in every rule set before this one the specific rule for XL engines said what sections the crits had to be in.
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PostPosted: 18-Aug-2013 06:18    Post subject: Re: Designing a Mech and critical placement Reply to topic Reply with quote

While I'll admit to not spending more than a few seconds thinking about it, I'm now of the opinion that the locations pre-printed on the official "blank" mech sheet are "locked" into those locations.
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PostPosted: 18-Aug-2013 08:16    Post subject: Re: Designing a Mech and critical placement Reply to topic Reply with quote

chihawk wrote:
Vagabond wrote:
you do bring up something i have wondered for a bit:

Why can't an IS mech with XL move 1 slot from each Side torso into the Center torso?


I don't know about the newest construction rules because I've not really read them, but in every rule set before this one the specific rule for XL engines said what sections the crits had to be in.


This question was hypothetical. Why are IS XL engines only setup as 6 CT, 3 LT, 3 RT? Why not design one that was 8 CT, 2 LT, 2 RT? Why not give the players that option?
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PostPosted: 18-Aug-2013 09:03    Post subject: Re: Designing a Mech and critical placement Reply to topic Reply with quote

Vagabond wrote:
chihawk wrote:
Vagabond wrote:
you do bring up something i have wondered for a bit:

Why can't an IS mech with XL move 1 slot from each Side torso into the Center torso?


I don't know about the newest construction rules because I've not really read them, but in every rule set before this one the specific rule for XL engines said what sections the crits had to be in.


This question was hypothetical. Why are IS XL engines only setup as 6 CT, 3 LT, 3 RT? Why not design one that was 8 CT, 2 LT, 2 RT? Why not give the players that option?


Game balance.
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