[There is an alternative proposal at the bottom here below this wall of
woe.]
Tried that in 1990 or so, with an allotment of MP every impulse
based on selected move mode. It doesn't work for two reasons; first of all
it's very slow (yes, it works in SFB but I think one has different
expectations of the complexity of a single unit there, and also the
multiple MP costs of some moves both mean carryover bookkeeping and
telegraphing your move next impulse to the opponent), and secondly
having those intermediate positions isn't as useful as one might think.
If there's firing opportunities every impulse (or more than once a turn)
cover becomes much less useful because you can't move from one woods
patch to another without inviting fire when out in the open (which may
be realistic, but it still doesn't work gameplay-wise and realism is
an absurd goal in a mecha game anyway) and the question of how to
calculate a Mech's speed arises, which wants a subsection of its own:
Based on movement over the last turn's-worth of impulses? A load of book-
keeping, and when you move away from a stop you are highly vulnerable;
that Locust that just took its first step out of the woods is speed-1.
Based on movement "right now", in the current impulse? Every time you
turn a corner, climb a hill, or enter woods you're a sitting duck, to a
much greater degree than in the standard game.
Based on a snapshot over some intermediate period? You get an
intermediate quantity of these downsides.
Based on maximum speed whether or not you spend the MP? A massive boon to
fast 'Mechs who can get the bonuses to defence while staying where they
are.
Set a speed and compel you to spend the MP, as if we _were_ playing SFB?
But I can turn back and forth on the spot to use them up, reducing it to
the previous case. Restrict that? Fast 'Mechs are now a lot less use in
tight confines, and we need a bunch of rules for running into things when
you can't stop (hopefully better ones than CityTech's, where you can go
twice as fast as normal by falling on your arse at just the right time.)
It's particularly bad for jump movement where, say, a nice repositioning
in heavy woods turns into a clay pigeon shoot for everyone on the
battlefield.
It also reduces the impact of weapon minimum range restrictions, which
is handy for PPCs because it's not like they were the best weapon [1]
in the game anyway, and adds some bookkeeping at to when a weapon last
fired. For added joy either heat dissipation has to be done on an impulse
basis or there are further difficulties (if heat penalties immediate, fire
late in the turn to get rid of them sooner; fire turn+1 impulses apart to
get two heat dissipation steps before the next volley [2].)
If firing opportunities stay once a turn it really throws into sharp focus
the inability to fire at Mechs during those intermediate positions, where
in the standard game that inability isn't so very obvious. Every player at
the table is going to ask themselves (or you) _why_ they can't fire at
these points that are now so clearly displayed, why we are bothering to
simulate them at all if we can't do any shooting.
I think much of the problem with roll-and-move is the devastating effects
of rear shots [3]. Moving a Mech first is really bad if the enemy can get
even one Mech behind it, leading to the conga line we all know and
tolerate. Remove rear shots? (Move the armour to the front of the torso, or
maybe somewhere else if it's a stock Mech with mad armour distribution.)
This is pretty bad for positional play.
Fortunately, we can solve that by addressing another problem - firing arcs
are really huge. With torso twisting, a Mech has a 240 degree firing arc;
300 on arm-mounted weapons, 360 on arm-flippers. Firing arcs barely matter
at all. Reduce them to (say) 180 degrees, 210 on arm mounted weapon,
discarding the entire torso twist mechanism (yes, now you can fire at two
targets at the extreme edge of your firing arcs 240 degrees apart but a)
you could fire at targets 240 degrees apart beforehand b) how often does
it happen anyway c) if you really care add a rule to stop it), which is
largely a pointless speedbump in combat resolution until you just play
with the implicit arcs anyway.
Getting behind someone is still useful - you get a close-range shot
without return fire, and limit their target selection - and easier to do,
but it's not overpowering because to completely neutralise an enemy 'Mech
(for this turn, not forever) you've got to get everything out of its arc
or under cover.
[1] Yes, I'm stuck in 3025, and yes, medium laser arrays might also claim
that title.
[2] Admittely this improves some of the overgunned underheatsinked stock
'Mechs like the Rifleman or Marauder, which can now squeeze off three full
salvos not two before heat problems get horrendous, and improving these
might be seen as a good thing.
[3] Or, if you're using the broken stock partial cover rules,
intentionally moving to where the enemy has partial cover but otherwise
you have a good chance to hit, which makes their head much easier to
hit because, I don't know, you're a Victorian and you find ankles super
distracting or something.
--
David Damerell <
dame...@chiark.greenend.org.uk>
If we aren't perfectly synchronised this corncob will explode!