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Guided Missiles and BattleMechs - An attempt at Balance
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Raven!
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PostPosted: 24-May-2002 17:04    Post subject: Guided Missiles and BattleMechs - An attempt at Balance Reply to topic Reply with quote

High all!

Ok. Gangrene has posted numerous things on Guided Missiles. And they are fairly cool. But lets see if we can look at them with an analytical eye and bring them into BattleTechs fold (unlike my game which is already fairly well balanced if I do say so myself).

The missiles for BattleTech will be the BGM-03 SS series. A 4 pack, a 10 pack, a 14 pack, and a 20 pack.

Each rack has only that many missiles in it (so the four pack has only four missiles), and any number can be fired in a turn, but if all are fired, then thats it. No reloads.

Each missile does 7 damage and has 2 heat to launch. Each missile has a perfered range. Crits are 1, 3, 4, and 5 respectively and tonnage is 2, 5, 7, and 10 respectively.

Perfered range works like this. Each missile has a min range of 9, short range of 1 to 15, medium range of 16 to 21 and long range of 22 to 30. Missiles cannot be shot at targets in the min range.

They have a +3 to hit targets in short range, and a +2 to hit in medium range. However the perfered range of a missile is long because it gives it time to gather speed and adjust itself to attack. There is no penalty for firing at long range. They can be fired indirectly and do not suffer the affect of target movement, only terrain.

Finally to balance a mech needs a Dual Cockpit to fire any missiles at all. this requires another person to watch them because the guidance computer of mechs are not built for this.

Also mechs need a TAG system to fire missiles as well.

the C3 computer systems can take the place of a Dual Cockpit.

Does this sound balanced and workable?

Raven!
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Talen
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PostPosted: 24-May-2002 18:53    Post subject: Guided Missiles and BattleMechs - An attempt at Balance Reply to topic Reply with quote

Maybe...but it makes a Missle Tank too munchy. It doesnt suffer the heat problem, it wont suffer against the 2 cockpit rule cause a tank already has a crew of more than 1.

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CampingCarl
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PostPosted: 24-May-2002 21:02    Post subject: Guided Missiles and BattleMechs - An attempt at Balance Reply to topic Reply with quote

Well its more realistic anyway. The way the rules are now with the emphasis on mechs this would give them the advantage they already should have. I think its a good idea.
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Gangrene
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PostPosted: 28-May-2002 16:20    Post subject: Guided Missiles and BattleMechs - An attempt at Balance Reply to topic Reply with quote

Does this sound balanced and workable?

Well, since the original are my rules its probably no surprise that I already think mine are balanced (they were originally designed for Btech).

Why would a mech require a TAG sytem? Or do you mean a TAG lock has to be made, just like Arrow IV's? The necessity of using a C3 is not something I really like, but it might make for good game balancing and fluff. Arguabley the computers in Btech are really bad, so a required secondary system could be a realistic consequence.

The drop in damage from 10 to 7 is bad, IMO. The way they were designed they had 1/3rd the total destructive power of an equal tonnage of LRM's. The difference was that these were (relatively) high-yield and low endurance. It does not pay to add a low-yield, low endurance weapon. Even with the added guidance, for 2 tons you would be better off going with a pair of medium lasers than 4 missiles that can do 28 damage max.

BTW, did you drop the firing rate limit or did you just forget about it?

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Raven!
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PostPosted: 28-May-2002 16:46    Post subject: Guided Missiles and BattleMechs - An attempt at Balance Reply to topic Reply with quote

hmm the damage notes I had from you indicated a damage of 7 rather then 10 (as the dmg was caluclated for the whole group rather then the more common 10/m, might have been a copying error on my part).

Now the reason I included rules for TAG and C3, as well as C3 was because most of the fluff talks about fairly low computer maintance, even with modern system upgrades. And the fact that their idea of really guided missiles are Artemis. They would need the sheer computing power of the C3 networks!

The other reason was that, although I to consider them balanced, hence using them in my game system, many old timer battletech players would not. This is a way of introducing weapons of the guided sort without people throwing herneas. I'd hate to think i sent someone to the hospital!!!

Raven!
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Gangrene
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PostPosted: 28-May-2002 20:44    Post subject: Guided Missiles and BattleMechs - An attempt at Balance Reply to topic Reply with quote

Quote:

On 2002-05-28 16:46, Raven! wrote:
hmm the damage notes I had from you indicated a damage of 7 rather then 10 (as the dmg was caluclated for the whole group rather then the more common 10/m, might have been a copying error on my part).



You got these from the quickstart guide, right? I have them down as 10 points of damage. I figured 10 was a good number becaue it puts them into the punch weapon category, but not gauss level.

Quote:

Now the reason I included rules for TAG and C3, as well as C3 was because most of the fluff talks about fairly low computer maintance, even with modern system upgrades. And the fact that their idea of really guided missiles are Artemis. They would need the sheer computing power of the C3 networks!



That might be better for those Btech purists.

Quote:

The other reason was that, although I to consider them balanced, hence using them in my game system, many old timer battletech players would not. This is a way of introducing weapons of the guided sort without people throwing herneas. I'd hate to think i sent someone to the hospital!!!



You don't get kicks from that?

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