What is the running speed of a Dragon? (60ton Mech)
Posted 02 April 2012 - 07:30 PM
And a focused should lore be the law discussion (somewhat)
In Battletech mech movement is dictated by how many hexes a mech can walk in a single turn or movement points (MP). (A hex equals 30m and a turn is 10 secs; 1 MP = 10.8 kph)
The running speed of a mech is calculated by the walking speed multiplied by 1.5 (150% of walking speed)
Mechs with an odd-numbered walking speed end up with running speed that ends up ending in .5. The Battletech rules allow this number to be rounded up to the next whole number.
A 60-ton Dragon (with a Vlar 300 engine) can walk at 5 MP which equates to 7.5 run MP (81 kph).
In the TT board-game where there is no 0.5 MP, this gets rounded to 8 run MP (86 kph).
Should MWO stick to the canon 8 MP run speed or the non-approximated value of 7.5 MP?
Mechwarrior3 used the non-approximated values when calculating the run speed.
Also if walk/run canon values are retained then there could be less engines choices; ie you are dictating by the Battletech arbitrary multiples of 10.8 kph rather than the engine ratings / tonnage ratings. see this thread
Posted 02 April 2012 - 08:47 PM
Posted 02 April 2012 - 08:58 PM
Posted 02 April 2012 - 09:11 PM
Yeah! Death to nerds!
Posted 02 April 2012 - 11:41 PM
Posted 03 April 2012 - 02:33 AM
Posted 03 April 2012 - 03:35 AM
I like your ideas.
The construction rule in the TT states that running speed equals 1.5x walking speed... and it is only because there are no half hexes in the TT that we have the rounded numbers. There is no conflict with canon/lore here... just the limitations of a board game. Last time I checked the gameplay video there were no hexes, therefore we don't need the rounded numbers.
Posted 03 April 2012 - 03:39 AM
Posted 03 April 2012 - 03:41 AM
Posted 03 April 2012 - 05:02 AM
Amen, no more free [faster] rides!
Posted 03 April 2012 - 05:36 AM
Posted 03 April 2012 - 09:18 AM
Seriously, it won't matter all that much, because even 80 klicks is bloody fast for a heavy Mech any way you look at it. What may be even more interesting is the ability to maintain or build up that speed in rough or 'sticky' terrain, not to mention agility. Has there been any official word on that so far?
Posted 03 April 2012 - 10:56 AM
Came here to post this, but got beat to the punch. So I'll post this
/also my dragon will be called: "the bus that couldn't slow down"
Posted 03 April 2012 - 01:26 PM
Above all just stay true to the spirit of the rules, bend them where necessary, and if you have to break one come up with a good work around and explanation.
As for this particular scenario, it's obviously an 'engine limitation' of the TT game that they couldn't do half hexes. 1.5x speed is the spirit of the rule, that's what it should get.
Posted 03 April 2012 - 01:29 PM
Posted 03 April 2012 - 05:38 PM
Also, heat generated a given speed can be based on x points at a x speed using the TT rules as a base.
Will need to be balanced but pretty sure this has already been well thought out.
Posted 03 April 2012 - 06:05 PM
97.2kph is way cooler!
Posted 03 April 2012 - 06:25 PM
Does an extra 5 mph really matter? As long as it moves at the same pace as other mech that move 5/8 in the tabletop game I don't really care.
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