Posted 09 August 2012 - 12:19 PM
Allow me to throw in my 2 cbills as being someone on both sides of the aisles
Battletech rules are fine and dandy for what they are. A turn based sci fi minis game all about killing opponents by degrees in a myriad of different ways, with a high level of granularity and detail.
The phrase some things don't translate well is pretty much a dead horse, but lets get into the why of that.
For example.
Battletech rules originally....
-Don't differentiate between the ease of aiming projectiles vs energy weapons
-abstract the aiming and guidance power of missiles to a great extent.
-Have all weapons have the same recycle rate, abstracting certain fast firing weapons as hitting 1 location (mgs) and others, multiple (ultras/racs, hags)
-feature a lot of fairly consistent knockdowns (20 damage pilot skill checks) ,and potential pilot knockouts
-have an unusually high level of miss chance or a really low level of pilot skill
-don't factor in the size of a mech, (barring quads, protos, and colossals) only it's speed
-don't normally factor in limitations or abilities or factors implied by the art or fluff
-don't factor in kinetic knock
-allow for easier grand view strategic planning inherent in knowing where all your units are at any given time
-have weapons/mechs/general equipment that are flat out better,balanced by not being able to field as much vs cheaper alternatives
-have range play a far greater role as it also affects hit chance, as well as range brackets being much easier to manage with the benefit of deliberate turn based gameplay
-don't factor in groupfired weapons mounted adjacent to each other.
-don't factor in ballistic drop
-don't factor in projectile speed or time to target (aside from artillery from 1 or more mapsheets away)
-don't factor in handling characteristics aside from speed
-don't factor in the size or placement of the head, in fact allowing for mechs with forward mounted cockpits to be hit from the rear somehow
once you switch into real time however certain things simply break down if or when taken verbatim.
For starters
-Range tends to lose some of it's importance in mw games since players are generally more accurate, and anything that cannot throw out enough damage to keep someone at a distance or themselves backpedal fast enough to maintain will get overrun far more easily
-10 seconds can feel like an eternity in real time
-anything with no guidance and a projectile speed will require more effort to hit with than a laser, even if on paper they have the same range..
-having all weapons be based on 10 second recycle speeds is simply not an option as it would feel sluggish and unnatural
-fast firing weapons, i.e. mgs are extremely unlikely to hit one location unless both parties are stationary.
-bigger targets are easier to hit
-things that were simply aesthetic factors now matter, alot, and can affect the survivability of a unit.
-things like the minimum range penalties of direct fire ballistic weapons like ac5s or gauss rifles, become extremely bizarre to portray, in most cases avoided
-cockpit shape, size, and placement suddenly matters
-weapon placement matters (k2s shooting over cover that an awesome or atlas would shoot into) namely the height of the weapon relative to the mech.
-having consistent repeatable knockdowns suddenly opens the doors towards towards stun-lock configs
-being that you are the pilot not an omniscient commander makes your personal experience different, since you are tailoring your vehicle, not your entire team's, and you are only fully aware of what you are doing, less so your teammates (unless you are some super 1337 clan that has drilled together for years or something).
All these differences and more require careful tailoring of rules and values to make the gameplay work. And there are no easy solutions, it requires a lot of iterative work and some artistic license to see what works and what doesn't, while remaining true to the spirit of the rules if not always the letter.