Tyrnea Smurf, on 14 January 2014 - 06:20 PM, said:
...
Awesome stuff here to think about! I'm going to help them roll their characters this weekend, and if they're gung ho maybe introduce them to a bit of the universe and carry out their first incursion. I've got three missions I've dubbed "Operations", so I've got a workload built for them.
In regards to drops, I was willing to overlook the jump times to an extent, while still explaining to them the limitations of craft in case we do a more in depth approach later on. They don't even know about heat neutral mechs and movement yet, so steady as she goes First it'll be character building, immersion, and my attempts at creating a really cool universe for them. I HAVE though made it clear they'll be doing shopping for weapons and salvaging actions through the game, so they understand that they'll be taking care of themselve and not just having full wallets all the time. They're starting in a ****** conventional fighter and a 8C Marco for Pete's sake, so I think they'll be pitted against infantry and vehicle assets until I can fit additional mechs and fighters into small lances for them, so they'll be restricted to piggybacking on somebody else's DropShip for a while haha. I think I'll keep it that way, or maybe look into them stealing a nice one of their own.
Thom Frankfurt, on 14 January 2014 - 09:57 PM, said:
Also in the 1st Somerset Strikers book, (I think it was in that one) there were rules for mechs being glitch from not having proper maintenance. That should be something to consider looking into with your PCs being a band of pirates. I'd also suggest simple mods for the mechs to reflect their piratical nature.
I was think about using a couple restrictors on the Frankenmechs, such as a modified walk/run MP if it's mounting bigger things. Like a Hunchy with a Shadowhawk arm would be slower. A 55 tonner's arm on a 50? I'd even go so far as to keep the armor values on the arm and equipment, in exchange for a slower movement, if I remember it's a 4/6, but I'd change it to like a 4/5, since walking wouldn't be much more trouble, but running with a heavier arm will throw off your pilot's balance a bit, and strain the gyro I imagine. Any other suggestions balancing these Frankenmechs would be cool, and thanks so much this thread has gotten a lot more attention already!