ssm, on 09 December 2013 - 05:07 AM, said:
Nope, actually it's a lot easier - because it's not only a matter of number of variables, but of PGIs control over them. They are extremely limited by IP - and I don't mean only things like tonage and crits, but things like "we have a weapon called medium laser, that should roughly do this and that compared to Large Laser and Small Laser", "this mech should have arms low slung, because of 80s artwork", "25 ton mech should have max armor of XX".
They limit themselves, and mostly arbitrary. There isn't a good reason why an AC/20 must deal 20 damage. The LL doesn't deal it's canonical 8 damage per shot anymore. All weapons have fire rates that don't mimic anything fitting the table top rules (including those badly made Solaris rules that failed to translate TT weapon stats from 10 second turn to 2.5 second turns)
Why slavishly adhere to this weapon stats if you don't slavishly adhere to others? The AC/2 is a low heat weapon in the table top, it's the hottest ballistic in MW:O.
Those armor values are chosen as they are in the table top game because the table top game uses a hit location roll to determine hit locations, and those values work reasonably well with that. If you don't use hit location rolls, you can make up your own armor values.
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You actually proved my point - optimal/ideal way to mitigate synergy effects when boating weapons don't exist, because of the above limitations (for example, what to do about "canon boats"?)
My solution(s) to boating don't forbid "canon boats" in any way, nor do they give them an undue advantage. I am not one of those hard point restriction fanbois. I suggest dealing with it via turning more weapons in DOT weapons or outright disallowing group fire for (high) pin-point damage weapons.
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We'll never (never did and never will) get to the point of needing only math and simple guidelines to balance things around, because there is just too much intermingling layers (Heat & Boating being only two of them) that relate to each other in a lot of ways (and some of them, because of human/player factor are unpredictable), while too often having hands tied by 30 year old IP.
They let their hands be tied for no good reason.
Here is my bold claim: You can make a table top translation to real time game with mouse aiming where mechs still have the same weapon overall key features (weapons loadut, mech speed, jump capabilties, weights) that is better balanced than MW:O and even the table top game. You might not end up with PPCs that deal 10 damage per hit, or per 10 seconds, or whatever, but that's okay. That are just numbers, they don't define the flavor or feel of Battletech.
Edited by MustrumRidcully, 09 December 2013 - 05:50 AM.