Quoting Roger Bell_West <
roger+r...@nospam.firedrake.org>:
>On 2013-10-12, David Damerell wrote:
>>Yes. On reflection, of course, a unit does usually expect more than 2
>>actions a turn if the command structure is working... although it does
>>introduce the fresh cognitive dissonance of the commander saying "Bob!
>>Press the heatsink button!"
>Yeah, well, this applies to fire too.
I think it's _easier_ to believe in the command structure pointing out a
firing opportunity, at least...
>In my ideal game, the AC/20 stays fearsome, the HBK-4P Swayback is a
>sensible variant to the Hunchback but not one you choose
>automatically, and the Gauss Rifle doesn't become the ultimate
>weapon. Oh, and all weapon stats are derived programmatically from BT
>stats rather than through my individual choice.
It may be difficult to avoid the GR becoming the ultimate weapon in a
system which has tipped the balance back towards low-heat ammo weapons. At
least it doesn't headcap anymore.
>So you have a bunch of individual damage numbers vs an armour
>total. When damage is equal or higher, hazard dice =
>int(damage/armour) as in the current system, though you lose a bit to
>rounding errors. When damage is lower, roll d6 to exceed
>int(armour/damage) in order to generate a single hazard die.
This seems heavier on arithmetic. Conversely, it's hard for the damage
reduction idea not to stiff the SRM-6 quite badly.
Idea #1: each hit from a weapon whose damage exceeds Armour causes an
automatic critical (Armour reduction and critical roll, and
terminologically, can we avoid the situation where a "critical" reduces
Armour and gives a roll that every BT player will think of as a critical,
please?) in addition to the hazard dice scored by total damage.
This is why that Griffin pilot soils himself when a Hunchback arrives, and
the Phoenix Hawk will fire his Large Laser at an undamaged Wasp because
it will burn right through if it hits. It also explains why the light
'Mechs start at 5 Armour; against medium lasers, a hit has to crack the
shell before they start to fall apart.
Idea #2: A roll of 1 that is a hit does not cause a hazard die. If the
first roll to hit of a volley is a 1, it causes a critical. The effect is
about the same with mid-sized volleys, better with singleton weapons but
doesn't come up very often, but does not incentivise Swayback-style spammy
weapons.
Idea #3: If the target's Armour >= 2.5 times the individual shot's
damage, criticals just reduce Armour. This is a bit drastic, but it might
reduce the "once you lose, you keep losing" factor, and explains the
Hunchback's attraction; where a medium laser has to chew the target down
to 12 armour, a large laser to 19, or even a PPC to 24 (which explains why
so many of the tougher assault 'Mechs have slightly higher values), the
HBK can do internal damage straight off the bat against anything alive.
(Of course, so can the Gauss Rifle, but I don't try to fix MunchkinTech.
:-/ )
The crits in a volley are resolved sequentially (ie, if I hit someone with
a million medium lasers, they are not then left completely naked but
otherwise unscratched because they started with 13 Armour.)
(These all go together in my head, not 3 disjoint bits).
Today is First Aponoia, October.
Tomorrow will be First Epithumia, October - a weekend.