Serious Table, on 07 October 2013 - 05:25 PM, said:
Do you know why that is? That's because the BattleTech combat system works on dice rolls and phases that happen every ten seconds. That doesn't fly in a real time action game.
First, it's not necessary to use a ten second recyle time on the weapons. Heat is the mechanic that controls ALL weapons mounted in any given mech - so if you want a faster recycle time, adjust the heat up; balance preserved.
Second - Do you know the TT combat mechanics? I mean the actual rules? If you do, have you made any serious attempt to see if they actually CAN be converted over? If you actually know the combat mechanics (all two of them) AND you've attempted to see if they could work in realtime ... could you tell us why you think it can't work in at least a little detail?
I actually did go and do this (yes, I have no "rl"

), and the TT combat maths will work in the reatlime - human skill and choices driven outcome format and make a fun game:
http://mwomercs.com/...different-idea/
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They're interpreting the rules as best as possible...
Actually... they haven't. There's a very basic and foundational part of battlemech combat that they have left out - the 'mechs ability to calculate individual aimpoints for their weapons and the 'mechs ability to actually get those weapons aligned to those points. We now know what part of the TT combat system represents this part of the 'mech performance - straight from the people who control and maintain the Battletech IP.
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I'm sorry if that bothers you so much, but people pounding the pulpit for "Why isn't this Battletech?!"...
... I posted "why isn't this battletech?" or anything that lingustically has that meaning? ... ? Where?
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need to really do a bit of study in game design.
You know this about this class of people you're discussing ... how? You've talked to all of them? You've read a few and assumed all the rest are like the few you've read?
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Paper does not translate to real time unless you want randomization to happen, which means you take the skill away from the player and put it in the hands of a random number generator.
This is only true if you mean by "randomization" totally unpredictable results which aren't driven by player skill and/or choices... which doesn't even apply to the tabletop in the tabletop format.
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This works great for RPGs. That's a HORRIBLE way of doing it for a Mech Sim. The genres are so vastly divorced, a direct translation is impossible.
Simply not true.