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How Would You Change Battletech To Accomandate Player-Selected Hit Locations?


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#61 Kurayami

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Posted 28 April 2013 - 08:00 AM

View PostMustrumRidcully, on 28 April 2013 - 05:02 AM, said:

...

who says anything about rolling?
all weapons are hard mounted unless tonnage and crits spent on actuators so
arm mounted (full articulation) - arms have speed limitations. basically weapons cant converge faster then arms moves. chose target, click converge, wait for convergence - fire.
arm mounted (partial articulation) have some preset convergence distance, maybe with some small firing cone. again with stated speed of convergence in grads per second.
torso mounted - hard mounted. preset convergence distance. unless paid for articulators.

each group have cross hair. each group start in neutral or preset position. when player click on converge selected weapon group start to converge on target. weapon barrel travel via closest route to the possible optimal point. ie arms will go closer\wider etc with the speed they can move. torso mounted weapons will move barrels with stated speed based on actuators, weapon weight etc. all numbers are fixed. all positions are fixed (presetted, neutral or left from previous convergence) there is absolutely no random in this system. when player fire before convergence ended each weapon will fire where it was pointed at the moment.

arm\weapon\articulator damaged - penalty to convergence speed based on state. no random. all fixed.
JJ - penalty to convergence. fixed for weapon mounts (less for torso, more for arms), chassis (more for lights, less for hvy\assault) etc. or just locked in preset\neutral
speed - no penalty for stationary. penalty for running around (not random. gradually rise with speed) less for hvy more for lights. with some exclusions.
recoil - fixed recoil for arms (not like they will dribble randomly), no recoil to nonarticulated torso mounted weapons. etc
heat fixed penalty for heat positions. no penalties below 50% of heat threshold
etc.

so basically this will force some diversity based on what people want and their skills. highlander is a great sniper mech but main weapons mounted in fully articulated arms so they will suffer greatly when used with JJ. torso mounted on the other hand will be useful, but require a good amount of skill to bring into battle.
stalker is a great laser platform but semi articulated arms and non articulated torso mounts means ether fixed convergence distance or no convergence at all, especially on med to close range.

it is easy to make actual aiming system without random at all - it all depends on what crowd devs wants to please. and judging by their actions it is obviously not "hardcore bt fans who want tactical fps with big stompy mechs customizations etc" not to mention those who wnat "mechwarrior sim" nope - its COD crowd. those who wants just get biggest mech, load it with best weapons and lots of them and then just go "PEW PEW QUICKSCOPE IMA SNIPER!!!!!" those don't need complex systems, easy to please and oh boy they are ready to pay.

Edited by Kurayami, 28 April 2013 - 08:33 AM.


#62 MustrumRidcully

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Posted 29 April 2013 - 12:48 AM

View PostKurayami, on 28 April 2013 - 08:00 AM, said:

who says anything about rolling?
all weapons are hard mounted unless tonnage and crits spent on actuators so
arm mounted (full articulation) - arms have speed limitations. basically weapons cant converge faster then arms moves. chose target, click converge, wait for convergence - fire.
arm mounted (partial articulation) have some preset convergence distance, maybe with some small firing cone. again with stated speed of convergence in grads per second.
torso mounted - hard mounted. preset convergence distance. unless paid for articulators.

each group have cross hair. each group start in neutral or preset position. when player click on converge selected weapon group start to converge on target. weapon barrel travel via closest route to the possible optimal point. ie arms will go closer\wider etc with the speed they can move. torso mounted weapons will move barrels with stated speed based on actuators, weapon weight etc. all numbers are fixed. all positions are fixed (presetted, neutral or left from previous convergence) there is absolutely no random in this system. when player fire before convergence ended each weapon will fire where it was pointed at the moment.

*snip*

I am still talking about rules for a table top game, I don't expect the players to click anything in that, unless they use a software tool like MegaMek or MapTools. It's pencil, paper, dice and miniatures.

#63 Karl Streiger

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Posted 29 April 2013 - 01:09 AM

Oh... i also think that there shouldn't be much dice rolls when "aiming" is in game.

Player decide to aim. (have to do it in movement phase)
  • can not use flank, run or jumping as movement (just standing and walking/cruise)
  • choose a critical "visible" part of the enemy mech
  • make his to hit roll as usual
  • MOS of 3+
    • Critical Hit possible: Modify Table "Critical Hit" +4 - MOS-3
    • (Player need 4, Roll 10 -> MOS = 6 Roll on Critical Hit vs 9)
  • MOS 2
    • Hit the specific location
    • No critical hit roll (if armor is intact)
  • MOS 1
    • determine hit location as usual
    • if aimed location is rolled, then (inflict Full Damage) else (Glancing Blow Damage)
  • MOS 0
    • determine hit location as usual
    • Glancing Blow Damage
You can additional use the standard Glancing / Direct Blow rules + the modified critical Hit table per damage of the weapon.

Example:
Aimed Shot with LLAS for Right Shoulder...have a MOS of 0 -> roll hit left leg. Deals 2 dmg (8:2:2)
Aimed Shot with LLAS for Right Shoulder...have a MOS of 1 -> roll hit left leg. Deals 4 dmg (8:2)
Aimed Shot with LLAS for Right Shoulder...have a MOS of 3 -> Deals 9 dmg + chance for critical hit





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