Part two
Again these are from a series of posts I did on another forum. Newer insights that I have done while editing these posts are in
italics.
A note on wages
In 1999 1 C-bill was equal to 3 USD (3062 - 3rd ed of the RPG)
in 1991 it was 5 USD per C-bill (3052 -2nd ed RPG)
in 1986 it was 5 USD per C-bill (3025 -1st ed RPG)
If we swap out the 1999 USD with to the values of 2009 then a C-bill is worth 3.86 USD
The New house books actually give out yearly salaries by social class (well biweekly really -assuming 52 weeks per year)
The numbers are dependent on where you live, and range from highest to lowest, for example the Davion high assumes you live on worlds like the golden five, or other such core worlds, the lower is if you are living on the back water worlds of the outback. The chart goes much higher but the rank of Baronet is the highest a regular person can reach, though that would be hard (like a commoner foiling a coup and rescuing the heir apparent from certain death at the same time, could conceivable be granted the title of Baronet)
These numbers are all for 3067 however.
The range is for the poorest worlds to the more well of worlds (I.e. New Avalon vs some back water world in the outback)
House Davion
Minimum wage 4,060 to 2,054 C-bills
Lower 13,634 to 7,575 C-bills
Middle 18,242 to 11,265 C-bills
Upper 73,890 to 34,960 C-bills
Knight 101,966 to 42,728 C-bills
Baronet 215,261 to 106,390 C-bills
House Marik
Minimum 4,071 to 2,757 C-bills
Lower 15,519 to 12,906 C-bills
Middle 20,807 to 18,139 C-bills
Upper 83,486 to 71,877 C-bills
Knight 123,191 to 97,812 C-bills
Marquis 251,076 to 201,737 C-bills
House Stiener
Minimum 3,922 to 3,401 C-bills
Lower 11,905 to 10,504 C-bills
Middle 18,541 to 16,179 C-bills
Upper 72,307 to 63,755 C-bills
Knight 98,181 to 84,147 C-bills
Baronet 196,338 to 168,293 C-bills
House Laio
Minimum 3,803 to 2,608 C-bills
Lower 12,084 to 8,921 C-bills
Middle 17,560 to 12,952 C-bills
Upper 72,515 to 49,722 C-bills
Lo 102,932 to 81,302 C-bills
Mandrinn 419,524 to 264,144 C-bills
Taurian Concordat
Minimum 1,201 to 1,030 C-bills
Lower 3,508 to 3,236 C-bills
Middle 5,356 to 4,940 C-bills
Upper 20,475 to 17,550 C-bills
Baronet 29,627 to 24,596 C-bills
Magistracy of Canopus
Minimum 1,147 to 983 C-bills
Lower 3,375 to 3,112 C-bills
Middle 5,222 to 4,817 C-bills
Upper 20,694 to 17,737 C-bills
Baronet 29,214 to 24,253 C-bills
Outworlds Alliance
Minimum 710 to 608 C-bills
Lower 2,062 to 1,902 C-bills
Middle 3,214 to 2,964 C-bills
Upper 12,613 to 10,811 C-bills
Marian Hegemony
Minimum 574 to 492 C-bills
Lower 1,687 to 1,556 C-bills
Middle 2,625 to 2,421 C-bills
Upper 10,347 to 8,869 C-bills
Patrician 29,214 to 24,253 C-bill
For comparison (this is not 100% accurate but should give you an idea)
USA
Minimum wage 15,000 (5,000 C-bills)
Lower 25,000 (8,333)
Middle 50,000 (16,666)
Upper middle 100,000 (33,333)
Upper class 500,000 (166,666)
Also note the House Kurita hand book is not out yet
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A revisit on Ranges
I mentioned this a bit earlier on but here's a little more on that.
B-tech ranges are hard to figure out, the rules are canon making the ranges canon. However they are very short range and do not make much sense, particularly when one considers the velocity these weapons are doing, and some other things (including a few rules that hit at other ranges), to say little about real world stuff... Now battletech is largely intended to be up close in personnel, after all that's more exciting than sniper tech with realistic ranges. However...
Now Total Warfare says this about B-tech ranges
Quote
Quote:[indent]Weapons ranges provide another example. Players will quickly realize that the longest-range standard weapon in the game can only hit targets out to thirty hexes (900m) from the attacker. Real-world primary main battle tank weapons have an operational targeting ranges in excess of 4,000 meters. Because Battletech map sheets are only seventeen hexes long, requiring more than seven map sheets laid end to end, for a playing space greater than 12 feet in length. Not many people have that type of table space, nor would it provide players with any tactical maneuvering room. Anywhere a player might move a unit on the map, an attacker could hit that unit.
Finally, the abstractions of real world factors such as firing distances can enhance of the game universe. Battletech has always been about "in your face" combat which works best with closer ranges...[/indent]
Clearly the ranges are an abstraction of reality, and reduced for game play purposes.
That said their are rules and some fluff that indicate B-tech weapons have a longer range than it seems.
Rules that indicate that the ranges are longer than what they seem
AA Shooting: Per the rules any weapon with a range of 16 can reach an altitude of 8 when dealing with aircraft, this is between 1,000 and 2,000 meters. This means that weapons like the PPC can hit things that is 2,000 meters away, almost 4 times it's supposed ground range of 540m. Another related rule is with elevations, Battletech dose not factor the height a unit may be at for ground units. An elevation is only 6m tall (this is where one gets the fact that mechs are roughly 12m tall from as a mech can hide behind a elevation two hill -i.e. a 12m tall hill), thus a unit at elevation zero can attack a unit two hexes away with machineguns even though the target is standing on a Elevation 100 hex... That's over 600m by the way.
Extreme range: Found in Tactical ops this rule allows units to hit targets out past "long" range, it is effectively twice it's medium range scale (a medium laser has a max medium range of six hexes (180m), thus it's max Extreme range is 12 hexes -360m).
Line of sight range: This a further expansion of weapons range, and picks up where Extreme range ends. It's has no defined range limit, effectively saying if you can see it you can try to shot it, no mater how big the playing area is. Meaning anything a unit can see can be shot at, now naturally the limit here is at the horizon which would be the limit of a units line of sight, and for a mech thats some 12km away (if facing another mech it's some 24km away...). This allows for some reasonably impressive ranges. Though not all weapons can use this range scale (energy requires a range of at lest seven hexes, and ballistic weapons require at lest 13 hexes to use LOS rules).
Ground units in space rules Ground units in space suck, but they can be used here, but their only allowed to target units in their own hex. This results in a "effective" range of between 9 and 18 kilometers (depending on where you view the firing unit is in that hex, at the center? Or is it at an edge firing to the other side...).
Fighter and Capital scale rules.
A Dropship or other Aerospace unit on the ground have a range no different than a ground vehicle, but once it lifts off thy quickly gain a lot longer range, fighter scale uses 500 meter long hexes (and the same 10 second turns as on the ground) this results in many weapon to have decent ranges, up to 13-22 kilometers. Capital scale has truly impressive ranges at lest for regular weapons the max range for regular weapons in capital scale is 25 hexes (it uses a some what different range system where all weapons have a standard range bracket) thats 450 kilometers with each hex being 18km in size. Though most weapons do not have that range, the ranges are split in to groups, some reaching out to short range (108km -AC-20s, small lasers, ect) medium range (216km, large lasers, PPCs), long range (360km, Gauss rifles, LRMs) and Extreme range (450km, Clan ER large lasers, and IS light Gauss rifles). Further more their is little difference between a Large Laser on a Fighter and one on a mech, in fact some have the same brand names.
Infantry Weapons
In the RPG, infantry weapons have ranges listed, when not coordinating their fire on armored targets, a infantry weapon has a considerably longer range. For instance a Mauser IIC laser rifle has a effective range of 1,400 meters, and Infantry LRMs with a 2.1km range. This is considerably longer than their vehicle scale counter parts. It is highly odd for infantry weapons to out range the weapons on a tank.
An indirect method of figuring out ranges
In Tactical operations a weapon called the Rifle cannon (fluffed as having smothbore versions) is fluffed as being not to dissimilar from weapons that we are currently using. These weapons where developed for some 300 years before the advent of the Autocannon in 2250 (which is why it's not a very smart idea to make the Heavy the equivalent to a 120mm gun). If these weapons are smiler to today's weapons and as they have a range smiler to B-tech weapons then one could use them to get an idea of how much the ranges have been reduced for game play. The Light Rifle has a range of 12 hexes, the Heavy 18 hexes, with real life targeting ranges between 3,000 and 5,000 meters this results in a factor of 5.5 and 14 times.
And their are a few references in the novels, but most of the time they just use the ranges used in game, or smiler to them.
In short, Fighter scale, line of sight and ground units in space rules, all seem to indicate a effective range of 9 to 18km for B-tech ground units, which would indicate a ~16x decrees in range.
Their is a few other options however if one wants to use them.
The AA ranges is roughly 4.166 times longer than their ground range, applying this a large laser with Extreme range rules would have a range of roughly 2,500 meters, an AC-20 1,500m, a Gauss Rifle 3,500m and so on.
Using the Rifle cannon method, one can get a wide range of values between 5.5 and 14 times (close to the fighter, LOS, space numbers) but lets use a 10x factor (about in the middle of two values) this is a simple one, just simply add a zero to all the ranges used in game. As such a AC-20 (with Extreme range rules) would have a range of 3,600m, a Large laser 6,000m and the Gauss Rifle 8,400m.
Then theirs capital scale, and it's ranges...
The old battletechnology magazine issue # 3 (1988) also addressed the issue of range (though the B-tech mag is no longer considered canonical). It mentions 1. B-tech is a simulation of 31st century combat, 2. even though tech has degraded it's still above 21st century tech, 3. units rarely attempted to engage targets that moved as fast, as armored and as maneuverable as battlemechs. 4. The ranges listed as as such, all weapons except MGs and flamers have a 5x increase in range, this is their "extreme range" (a small lasers extreme range would be 450m), MGs have a 10x range hike, flamers do not have a range hike at all. Further more a maximum range was as follows Energy based weapons are out to the horizon, ballistic and missile based weapons have a range thats 1.5x their extreme MGs are 2x. For attacking targets at this distance damage is reduced.
Also a recent blog on the B-tech forums mention that in interstellar ops (the last of the core B-tech rules to be done) mentions their looking at a way to do ranges at the battle scale games, the scale of the hexes are 500 to 250km.
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Todays topic is largely on Aerospace but first here's a note of ground speed.
Ground units speed.
Each movement point on the ground is equal to 10.8kph (6.71mph).
Typically a mech/unit is noted with a Walking speed and a "Running" speed, if it has TSM or MASC it would be noted in as well, however this is not the over all top speed of a mech or ground vehicle. Ground based vehicles (units other than mechs, VTOLs, WIGEs and infantry, but includes Tracked, Wheeled and hovercraft) get a +1 to their movement speed if they due their entire turn on a paved hex, basically a road speed if you will. As such a 3/5 tracked tank if it used this ability would be able to move 3/6 for that turn (this is added on top of MASC/TSM or other modifiers). However this is stil not their top speed. Even MASC or TSM is not the top speed of a ground unit. All units have a "Sprinting/Overdrive" speed this is effectively the same as MASC/TSM (2x walking/cruising speed) and infact can be used with MASC or TSM at the same time for a 2.5x "walking" modifier. Yet their is still one more item that improves speed. This is a supercharger, in the entry for it in Tactical ops (it's also in older manuals like Max tech) fluff's it as nothing more than an engine override (though I wonder why it has to be so heavy for a simple device or lack ther of... Though the device dose have to work with a wide array of engines with different capability's.) This device also works Stacks with TSM/MASC and Sprinting rules, as such you can get a 3x walking modifier. (a walk of 5 with all three options active will result in a top speed of 15 hexes per turn). However their are down sides, if a unit sprints it can not make any attacks that turn and is easier to hit as well (pilot concentrating on moving not attacking or evading).
In short even a 3/5 100ton Tracked tank can reach a top speed of 75.6kph on a road and sprinting (compared to an M1 Abrams 67kph (42mph) road speed, at lest while governed...), At the same time even a 95 ton Clan Executioner Omnimech can reach a top speed of 108kph with it's MASC engaged and sprinting. And a Locust 6M the fastest cannon mech moving 14/21(28) with it's MASC engaged, with sprinting it can movie a whopping 35 hexes (1,050m) in 10 seconds for a speed of 378kph! A battlemech is quite mobile indeed.
And now to some Aerospace matters, just what can these guys do?
Each Thrust point is equal to .5Gs (4.9m/s) of acceleration As such a 10/15 fighter can accelerate at up to 7.5Gs, Now Battletech dose not have anti-gravity and it's related gear. So B-tech uses G-suits to stem the crushing G-forces and keep the pilot(s) from blacking out, and with front to back forces, IS suits can keep a pilot going for a few minutes at 10.5Gs (or 11.5Gs for Clan) Though their head to toe ability is interesting. According to the rules a B-tech fighter (with the low altitude rules, but the high altitude rules the result is smiler) can complete a 360 degree turn in roughly 3,000 meters, even at speeds above 2,160kph (over mach 1.7), Now in order to do this the aircraft would have to bank almost 90 degrees but this results in G forces of 20 to 30Gs! Gee thats quite the turn, Real life fighters have difficulty doing more than 9G turns with out the pilot blacking out. Yet battletech it seems has no issue with this kind of performance. Though I would like to know how this factors in with the known limitations of the airframes when doing high G powered turns (if you use "overthrust" and turn you may damage the airframe, though the fighter is already doing turns that exceed the thrust rating issue...)
To better get an understanding what B-tech fighters can do here's some non cannon specs, now what I mean by not cannon is that I made this chart The guys make B-tech did not make this, but all the info displayed in this chart comes from or is derived from cannon sources.
Name: PGD-Y3 Poignard
Date in service: 3083
Operator: Marik-Stewart Commonwealth, Republic of the sphere
Empty Weight: 30 tons
Mass: 35 tons
Max Take off weight: 42 tons
Power plant: 245 XL Fusion rated at 2402.62kN
Acceleration: 7Gs (9/14)
Climb Rate: 1,200m/s
Service Celing: Unlimited
Max Low altitude speed (0-17km): 3,240kph -Mach 3.06
Max High altitude speed (+90km): 16,200kph -Mach 16.7
Fuel load: 4 tons + 3.5 tons external
Max Ferry Range: 11,520km (21,600km with droptanks)
Max Interplanetary/Space range: 1,587,600 km
Max Endurance: 35 to 320 min (75 to 600 min with droptanks)
Armor mass: 10 tons Heavy Ferro-Fiborus
External ordnance: 7 tons
Radar Range: 10,000km (in space)
Optical Tracking: 2,500km (in space)
Weapons: 1x Imperator Napoleon Light AC/5 w/1t ammo, 1x Martell Small Pulse Laser, 4x Magna Mk VI ER Medium Lasers
I got the idea from looking at the aircraft pages at Wikipedia and wondering if I could do the same with battletech units, well it turns out you can, it's surprising as to the amount of info one can get by looking at the unit's stats, and the rules.
This is a newer aircraft both in universe and real life as it just came out a few weeks ago in TRO 3085. It has a operating weight of 35 tons, with an empty weight (no fuel or ammo) of just 30 tons, It can carry 7 tons in external payloads, it can accelerate at 7Gs taken from the units movement capability's, as it has a thrust of 9/14, the power in newtons comes from the weight of the aircraft and it's acceleration rate, the climb rate comes from the fact that it takes two thrust points to change altitudes, and in high altitude thats 18km, each and the fact a turn is 60 seconds at that level. It's Service Celing is unlimited due to the fact that it can go into space (in fact it's a space plane first atmospheric fighter second). The low altitude speed is taken from the fact that at low altitude a hex is 500m across and a turn is 10 seconds, and that a aircraft can move as fast as twice it's safe thrust (in this case it can move a maximum 18 hexes a turn or 9km in 10 seconds, the MACH number is for 20,000m). The high altitude numbers have limits at various altitudes and is over all restricted to a max movement of 15 hexes per turn, or it's 2x safe thrust value (which ever comes first). Here a hex is 18km in size and a turn 60 seconds, resulting in a minimum movement of 300m/s (1,080kph). An interesting quirk, the high altitude rules for flying near the ground restrict the fighter to a movement of two hexes per turn (2,060kph) but as we can see with the low altitude rules it's capable of 50% more than that (note in space it self their is no speed restrictions). Though in a dark age novel a group of Clan ASF fly a low altitude at hypersonic speeds (low enough to brake windows, and I saw the Mythbuster episode on that subject...).
The Fuel load is stated in record sheets, the external is the max fuel you can put in external fuel pods (this aircraft can carry 7 fuel tanks that hold 500kg of fuel each, or 7x 1,000kg bombs...). The Ferry Range is based on it's economical fuel use rate/speed (in this case spending 1 fuel point per turn which results in a movement of two hexes, for a flight time of 320 turns -or minutes in this case and a velocity of 2,160kph, or how far can you go in 5.33 hours at a speed of 2,160kph?). The Interplanetary/Space range is how far it can go on a single accell/decell burn with max fuel and fuel tanks and dose not factor in costing (though it should be notes a more proper notation should be Delta V but i'm not to good at working with that, but needless to say all ASF can reach the moon in less than 6 hours). Armor mass is stated in the units TRO, paylod is from the rules, Radar and Optical tracking ranges is from Strategic ops (the numbers are for tracking, targiting is 1/10th the numbers listed). Weapons is also listed in the units own TRO entry.
A note on their Helmets
Fighter pilots in general use Helmet mounted HUDs (well in battletech), basically take the HUD on a Aircraft and put that display on your helmet, so where ever you look you will have your primary flight info, and info on your friends (like their damage and fuel remaining) and even status of your opponents (like what kind of damage he's taken). Now the old Starleage used Holographic Virtual reality displays, basically you put the helmet on, and you where flying with out a fighter, or at lest thats what it felt like (in short if your flying 100m off the ground and you looked down you would not see the cockpit floor but the terrain of the ground 100m below you.) At lest some of the Clans have this type of helmet display, and the Free Worlds league also have this as well. Conventional fighters also use the full helmet mounted HUD like most ASF due. Now the idea is not new, aspects of it have been in use for years. However the first fighter that I know of to use a full up helmet HUD is the yet to enter
(full) production F-35 Lightning II. Battlemechs for the most part use the older fixed style HUD though they may have elements of the helmet huds.
Holographic gun sights are a common mention on battlemech displays
Also for more fighter performance specs you can go to this link
http://www.mechlivin...pic,5632.0.html
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On the Missile front When comparing them, I forgot the Thunderbolt missile, though as each missile differs in size depending on the damage value (T-bolt 5 is 83kg, T-bolt 10 = 166kg, T-bolt 15 = 250kg and the T-bolt 20 is 333kg) The 15 and 20 are roughly comparable to the AIM-65 Maverick (which is 210-300kg, depending on the model), though the lighter ones have no real counter parts (a likely choice for the T-bolt 5 being the Hellfire, however it's only 50kg vs 83kg for the T-bolt -or the T-bolt is 60% heavier (compared to the T-bolt 20s being only 10% heavier than the heaviest Maverick)). I remembered this as I was looking at the (new) TRO 3085 entry on the DCMS new missile mech the Orochi (an "upgraded" Longbow mech) which had a pair of Thunderbolt 20 launchers.
Some more thoughts.
What my last post means is this, if a F-22 Raptor gets into a fight with a PGD-Y3 Poignard, the Raptor is toast. The Poignard can fly as high as it wants, the Raptor tops out at about 20,000m, The Raptor can climb at a rate of around 300m/s the Poignard has 4 times that. In close the Raptor can accelerate at 1.2Gs, the Poignard can do 7Gs, speed wise the Raptor can reach a speed of around 2,500kph, The Poignard can at low altitude do 3,240kph (and can climb to higher altitudes and go much faster). With a pair of droptanks a Raptor has a range of about 3,000km, the Poignard on the other had with droptanks has a range of over 21,000km (as such the Poignard can wait it out if need be), in a turn a Raptor can pull 9G turns, the Poignard can do 25+ and the Poignard has 10 tons of armor the Raptor has none. Oh did I mention that all ASF have VTOL capability?
The Raptor dose have Stealth going for it, though it's a passive stealth, and is optimized for targets below it not above it. Then it may have to contend with B-tech sensors. Also Real life missiles may have more range but their mostly configured as Blast fragmentation and largely useless on armor.
Heaven help it if it runs into House Davions Drake Stealth Medium Strike Fighter.
B-tech sensors are an unknown here, we know what the can do in space, but their atmospheric capability is unknown, but we do know that an ASF can produce a lot of energy from it's engines as such it's possible that B-tech radars can just overpower the passive stealth on the raptor, or it may work on a different frequency that is less affected by the raptors stealth. Or it may be invisible to a B-tech ASFs Radar.
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A topic on what constitutes an average world in B-tech
This is what I got from reading the universe section in the new RPG. This is describing how the "Universal Socio-Industrial Level Reference Table" works and describes the values used, Basically the "USILR" describes the development of a world. (see the new house books, the new RPG and most books that have planetary info listed, starting with the Fed com civil war book). It brake down a worlds development into five categories and each of these into five levels, rated with a letter, With the Letter A being the highest and F the lowest.
The catagorys being, Technology Development, Industrial Development, Industrial Output, Raw Material Dependence and Agricultural Dependence.
Technology
Tech A Worlds (like the Fed Suns Golden Five, house capitals and other Core worlds)
- Life expectancy is 100 to 120 years, often with retirement at 90 or 100 years
- Wide spreed computer use and access to data networks
- an endless sea of electronic media
- High degrees of literacy (and computer usability)
- wide spreed use of advanced communications
- Advanced Fuel cell and battery powered cars, with autopilots, fusion powered cars are common.
- effective mass transit, large numbers of supersonic aircraft
- Wide spread fusion power and renewable energy sources
- Largely pollution free environment (unless the local government dose not care...)
Note on Terra life expectancy is 150 years with many people starting families at 70+
Also note their is at lest one 100 yottabyte hard drive on Terra (part of the SDS system)
Tech B & C worlds (which make up a good chunk of a houses worlds)
- Life expectancy's of 90 to 100 years, though partly due to enhancements made during the starleage... (humans are just more healthier than they where before.)
- wide spread computer use but are less capable and larger than Tech As.
- Tech is over all less capable than Tech A
- Fusion powered cars are uncommon, with fuel cell and ICE being common (limited production capability's of vehicle grade fusion engines is one thing)
- Cost of living is higher
- Medical tech is less advanced and more limited but still good for the most part
- in some houses a lack of trained specialists exist at this level
- Communications are more limited, internet service is mostly fixed (lack of wireless internet), communications is mostly by phones, Tri-vid seems to be less common. Most of the Wireless networks is by cellphones. And thousands of interactive vid channels instead of an endless sea...
Worlds of Tech level D have felt the devastation of the Succession wars the hardest.
- Life expectancy is in the 80s, again partly due to the enhancements made during the Starleage (Note: Real life it's ~68 years average.)
- Lack of microelectronics industry's
- may have crude fusion plants
- Medical is lacking, with a severe shortage of trained medical personnel (other fields also have this issue)
- Tri vid TVs and phones are rare often one per hamlet though land lines are common.
- Computers and other microelectronics are primitive and sluggish (compared to Tech B & C) and incompatible with more advanced gear.
- Road and air transport is primitive, animal transport is common (I suppose that's true even today...)
- it's not a lack of technology insomuch as continued effects of destroyed tech (Wars) that's part of the issue here (as well as a lack of knowledge), though 20th and 21st century Terra made a fine living at this level... and the Terran alliance started an empire with it.
Tech F worlds, are few and far between
- Most are worlds settled by anti-tech populations, or have truly collapsed.
- 19th century is a good example of the available techs
- limited communications capabilities, as well as transportation
- radios and microwave ovens are treated with respect and sometimes worshiped (WoB recruited from these worlds)...
- Though some higher learning's are available and give these populations a leg up from real 19th century citizens (such as engineering and human physiology).
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Heavy industry worlds (industry tech level A)
-vast availability to civilian manufacturing
-large number of shopping malls, online shopping...
-extensive transportation networks
-well built homes, apartment blocks and or arcologies
-environmental issues are not a major factor...
Industrial levels B & C
the typical worlds
-less capability in industry, some difficulty in launching large projects.
-less built up transportation services, mass transit being the norm (rather than personnel vehicles).
-smaller housing, less sophisticated
underdeveloped worlds Tech D
-large rifts in technological and industrial availability -smiler to 20th century Terra, a small population lives comfortably where as the majority dose not.
-spotty maintenance on infrastructure, in some cases crumbling in disrepair. crime is rampant, luxury goods are mostly imports and rare.
-food and water production is more labor intensive.
Level F
-world has basically fallen into disrepair "bombed back into the stone age" Labor is mostly manual or animal based.
Resources
Levels C, D & F, rarely import much (by weight) except rare materials (tungsten, platinum, iridium and such) and are typically used in amounts small enough that the limited imports are useful. For the most part these worlds spend a lot of resources and effort to mine these items from less ideal sources (asteroid mining, ores with low concentrations & deep and vast underground mines).
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Food & Water
Most worlds can feed and provide water to their inhabited with out significant imports, how much effort this requires depends on the "level".
Garden Worlds (Levels A &
Food and water production is easy and widely abundant, enough so that it can export some to other worlds. Agricultural industry is highly advanced and employs a relatively small amount of the population (i.e. less than .5%).
Average worlds (Levels C & D)
often have something that limits food or water production, be it tainted water (natural or man made), strange seasons, tainted soil (again natural or man made) and a host of other environmental issues.
These worlds put a larger portion of the population to work on agricultural needs than "Garden worlds" of the same technological sophistication. Food is often grown in sealed green houses isolated from the tainted water, soil or environmental conditions that would limit farm land to small areas. Skyscraper farms are also seen but are more expensive to build and operate.
As the level goes down food types become more limited as well, meat becomes more sparse and often limited to once a week or holidays, on worlds with tech level D menus are even more limited (to items like Rice, soya, algae and mycoprotein (Fungi)) and the only meats found are "vat" produced or "factory farms" and even then it's uncommon. luxury foods are often the only imports to these worlds. Again most worlds do not rely on imports to feed their populations (though it may import some to help make up for shortfalls or to provide some luxury foods).
Clean water is limited (though water it self may be common) With large amounts of purification systems required. Water conservation and recycling are also common. Fountains are often seen as status symbols and (Private) swimming pools are rare.
Suboptimal worlds (Level F and the extreme end of D)
These worlds are rare, and often require vast amount of resources to feed it's population, they make extensive use of hydroponics and smiler systems, even from orbiting satellites. But often little (by mass) is imported.
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B-tech Electronics
I would have to admit i'm not very knowledgeable on this aspect, but here's a few things I have learned.
Memory capacity
Hand book house Steiner (the 3025 book)
Mentions that a company called Dobless Information Services (specializing in data storage) has (as of 3025) data centers on 150 worlds (it's the defacto data storage center of the Lyran commonwealth) and each of it's computers had the capacity of over 100 billion books. Well looking up how much hard drive space it would take to store 100 billion books. I come up with the following
1 Petabyte: Over one billion books.
http://graphicsmagic...ataprefixes.htm
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2 Petabytes: All U. S. academic research libraries
http://www.jamesshug...ek1/how_big.htm
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1 Petabyte: could hold approximately 20 million 4-door filing cabinets full of text. It could hold 500 billion pages of standard printed text.
http://www.whatsabyte.com/
So it would seem that the Lyrans have a good number of computers that have the capacity of over 100 Petabytes.
I know you can get petabyte sized storage capacity's with today's tech (the size of a good sized file cabinet IIRC), but I do not know of any ordinary computers that have that kind of capacity (out side of some supercomputers).
Terabytes are also not uncommon, when Vandervahn Chistu was reviewing Clan wolf movements in
Bred for War he had terrabytes of info, also David Lear at one point gave Devlin Stone several Terabytes of AFFS data meant for a Training battalion in 3028 (see Strategic ops for this). HPGs also send Terabyte sized packets (War of 3039 source book).
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For portable data storage B-tech uses a data chip that is very smiler to what we would call a thumb drive.
The exact capacity's is unknown but it's likely very's from manufacture to manufacture but here's a few noted samples
The RPG says that a holovid chip can store 2 hours of hovid video (holovid = holographic media =3d film)
In Assumption of Risk they mention that a 5 min holovid can be 2 gigabytes in size. Thats about 25 gigabytes per hour. So the RPGs Holovid Chip has a capacity of about 50 Gigabytes (not to bad for a 10g, 2 C-bill device (~10 USD)).
In Tactics of Duty, Grayson brought with him several data chips filled with hundreds of gigabytes of operational data...
This can range from 10 or 20 gigabytes to well over 200 gigabytes per chip...
And for the real kicker, in Jihad hot spots Terra We have this little line...
Quote
MacKezy was one of two on the Precentor Martial’s
staff assigned to catalogue and disseminate the information
held within the DNRP’s hundred-yottabyte (YB) storage centers.
A Yottabyte is a billion Terrabytes, and the line suggests that their was more than one of these centers? Also further down it mentions that they had more than one of these facility's...
Now the Facility mentioned here is the main hub for the SDS network for Terra
The Processor was said to be a 250kg beast. And you have to wonder just how good the computer power has to be in order to use yottabyte levels of data....
Another thing on B-tech computers, B-tech can almost recreate Star Treks Holodecks.
High def holographic media: Check
Smell: Check
Tactile feed back: Check
Quote
HB House Steiner Appliances most familiar to the average Lyran range from micro-or laser-wave ovens and sonic dish cleansers and showers, to
personal computers and vid-phones, to hyper-filtered water purifiers
and power cell rechargers for all manner of electric appliances. More
well-to-do families may claim micro-fusion generators, geo-thermal
climate control systems, smart-safe home security networks or even
immersive-environment home entertainment systems that can
approximate tactile and taste sensations and mix them with highresolution
holography and sound projection for a virtual-reality
experience of unparalleled accuracy.
Quote
HB House Marik Most video transmissions in the Free Worlds are vidtape, a holographic format whose origins date back centuries. Whether played on small portable units or through stadium-sized broadcast suites, the core principles are the same, though quality varies considerably. Presentation can
be simple text (commonly known as a vidnovel) or offer an immersion experience in which the viewer sits inside the events and can shift perspective
as he or she sees fit. The ultimate expression of vidtape is the RHE (Recreational Hologram Environment), which allows the viewer to be an
active participant in the recording through interactive props and sophisticated computer modeling. RHEs of sports events and active pursuits
like climbing and dancing are popular across the League; recordings of military engagements and extreme sports make up another substantial
element of the market.
Quote
Test of Vengence CH9 Of course, that would not happen because this was a simulation. Yet still the signals and images registering in Jake's HUD were the same as if he were actually riding the hull of Lita's Mad Dog as it raced across the countryside at eighty-five kilometers per hour. In reality, the two warriors were on entirely different decks of the Ursa Major, separated by more than a hundred meters, but connected to the same computer-controlled simulation.
No matter how many times he ran these simulators— twice or three times daily since joining the 288th—the virtual reality they created remained almost entirely convincing, thanks to advanced Clan holography and biofeedback. Jake could hear the wind howling outside his helmet, and the Mad Dog's every footfall sent tremors through his armor. The 'Mech's pace was slowing to a walk now in preparation for his point's dismount.
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Radios
Military Communicator
Weight: 100g
Range: 10km
Battery life: 20 hours on a 20g battery
Ability's: secure channel capable, and can use a large number of frequency's
Notes: issued to most military personnel, quite often found built into an infantry mens helmet.
I have yet to see military radios with the same range/weight/battery life ability's, a few civilian models can come close or beat it in some areas but where not talking about civilian stuff...
Field Communicators
Weight: 1,000g
Range: 25km
Battery life: 20 hours on a 20g battery
Ability's: as for the military communicator but adds the ability to monitor 6 channels at once, transmit video and send burst transmissions
Notes: Many military hand held inter-squad radios are of this weight, such as the AN/PRC-148 MBITER (~1kg, with a range of around 5km +- a few km, with a battery life of about 10 hours on a ~200g battery)
Long-Range Communications Kit
Weight: 5kg
Range: 50km (2,500km sat coms)
Battery life: 30 hours on a 3kg battery
Ability's: as above but can receive video, monitor 24 channels, sat coms capable, capable of sending laser and microwave transmissions
Notes: From what I can find this is the weight of current Man pack radios (such as the AN/PRC-117, ~7.5kg with battery) but with more than twice the effective range (the PRC-177 has a effective range of around 15 to 20km AFAIK).
Night Vision Gear
A bit difficult to get some info on but their is some.
A .5kg IR sensor can detect anything bigger than a lit match at 1km
Range finder binocculers
Weight: 500g
Battery life: 200 hours on a 20g battery
Ability's: IR, man sized target at 1,000m, mechs at 10km, Starlight unknown range (but removes all night modifiers, and a number of weapons have a range of over 1km...)
Night Vision Scope
Weight: 450g
Battery life: 200 hours on a 20g battery
Ability's: detects a man sized target at 1,000m, 10x zoom capable
Night Vision goggles
Weight: 600g
Battery life: 200 hours on a 20g battery
Ability's: unknown range, but dose remove all night time modifiers (note longest range infantry weapon in the RPG is 2.5km...)
IR Scanner (thermal "rifle sights")
Weight: 400g
Battery life: 200 hours on a 20g battery
Ability's: smiler to the Range finder binocs, but out to a 5km range
Here's a real life night sight for comparison
AN/PVS 14 NVG
400g (I do not think that includes the battery)
B-life ~50h
400m detection man sized
Gen III
==========================
Remember Mechcommander? Well their exists a similer system in universe.
Imminent Crisis Ch 11
Quote
[indent]With nothing to do but wait, Amelio strode over to a bank of monitors manned by a set of MechCommanders. The position was a relatively new development in the AFFC, and the general was not sure exactly how he felt about it....
...As the most technologically advanced of the Great Houses, the Federated Commonwealth always attempted, and usually succeeded, in providing its military officers with the best training and equipment. This led to the finest officer corps in known space and had made the FedCom juggernaut a fearsome opponent. Their latest attempt to push the envelope had resulted in a new generation of field commanders like these sitting at their console banks before him.
By combining intensive new training techniques that included the latest, top-of-the-line Command/ Control /Communications and logistical software from the prestigious New Avalon Institute of Science, the AFFC had created an integrated, "whole-picture" suite of software that removed the logistical burdens of command. This allowed the MechCommanders, who directly controlled anywhere from a lance up to a company, depending upon the mission profile, to do what they did best: win battles.
But this new type of officer was removed from what he'd known most of his life that he didn't know what to make of them. However, their first deployment in Operation Bird Dog against the Smoke Jaguars had been a spectacular success. Now, with the resources at his disposal barely adequate for taking the planet, the Archon had once more shown her trust in his command abilities—not to mention emphasizing the importance of this mission—by giving him a cadre of these officers. He would soon be utilizing them in the orbital insertion of his 'Mechs before the DropShips themselves made planetfall. He only hoped they would not flame out like the Hanse Davion.
A glance at the first MechCommander's console showed him several monitors, a keyboard, and a light stylus that the officer was busy using. The main monitor currently displayed a topographical map of what Amelio assumed was that company's designated landing site. To the left of that were small monitor feeds from all twelve MechWarriors under the officer's direct control. They were giving him information on everything from their own visual feeds to their 'Mechs' general status and their current physical condition. Finally, several other monitors above and to the right conveyed additional battlefield conditions: a weather-satellite feed, a tie-in to the feeds from the two MechCommanders whose units would drop closest to this one's, and, surprisingly enough, what appeared to be a standard, local news broadcast.[/indent]
The perspective is from Hauptmann-General Victor Amelio of the 4th Donegal Guards.
I doubt that most of the mechs in the 4th had C3 installed for this system to work, so it seems that mechs and other units already have some sort of basic C3 already and that the C3 that is used in game is a more advanced system (though it's more of a remote firing system than a data link realy).
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Todays topic is on why are things so heavy?
This is not directly canon, but dose help explain the weights of various components
For thoughs who have built units before, you start to notice that a lot of components are rather heavy, like 14 ton autocannon 20s, five ton targeting computers and so on and so forth. This is due to the fact that, theirs a lot of components in that item that are taking up weight but are not listed. For a Gun you would have a gun barrel, recoil slide & recoil gear, breach block, Aiming systems, targeting systems, ammo feeds, reloading gear, power feeds, heat sinks and hook ups for the unit wide system, sensors, electronics, universal mounting hardware (as any item can be equipped on almost any unit you want) and perhaps some armor (how else do you explain some units like the hunchback having the same armor values even though one side has vastly more area to cover).
Items like the Targeting computer, well Tech manual dose mention this (so this bit is at lest canon). It's not just a "five" ton computer, but it's also has (additional) recoil compensators to reduce recoil and improved Gyro Stabilizers to reduce the units own movements so that the weapon can be layed on the target easier and more accurately.
C3 Computers, First off most units already have basic C3 gear on them, theirs a fair number of examples of mechs sharing data between them (like video) even though the unit has no "C3 gear". That said A C3 Slave would install extra computers, "heat sinks" (for the gear), transmitters and the universal mounting brackets. A C3 Master would have lodes more computers (as it's dealing with 4 mechs worth of data), heat sinks to cool off these computers, built in TAG gear and Transmitters to send this data to it's network (and not to mention the universal mounting brackets that allow it to be installed on just about anything).
Engines, well for many units B-tech engines are heavy, but why? What if their not just an engine but include the units Drive systems as well. For instants take a tracked vehicle, It's Engine weight might not contain just the weight of the engine but also, Tracks, road wheels, suspension, fuel tank (well we know about that one already -see strat ops), transmission, final drive and other items. After all a units chassis never gets bigger or heavier the faster it gets, the engine dose. As the only other real place to put this stuff is in the chassis weight, but thats only 10% of the units weight (or 5-10% for mechs), and that's not a hole lot of mass for all of this stuff, Tracks I know can weight as much as 9% of the vehicles weight (Tiger I tracks weighed 5,700kg, M1 Abrams are 4,900 to 5,300kg in weight -depending on the type, Both vehicles weight ~63 tons). but then what dose the Chassis do? Well the Chassis would be the frame where where all the components get bolted on to and the necessary bracing to mount them as well. Though interestingly one area where B-tech engines are often in fact "lighter" than their real world counter parts is with Aircraft engines.
Also a battlemechs engine would contain power cables and myomers as part of it's weight.