

Service Life Of A Mech?
#1
Posted 25 June 2014 - 09:31 PM
Do the mechanics have to change certain joints on a mech ( like an oil change, a certain distance traveled)?
Any input on this would be great. Thanks
#2
Posted 26 June 2014 - 12:16 AM
From the Lore,
The first Mechs to make an appearance were initially designed for hazardous and difficult work environments.
- These were industrial Mechs and basically commercial environment chassis.
These elements started to appear within each of the Factions around the timeline of the mid 2300's, and are still being produced as of 3049.
Instead of a fusion engine, they have an internal combustion engine which is less efficient. However, this reduced power is sufficient for a WorkMech's role. Known WorkMechs are the ForestryMech, the AgroMech, the CargoMech, the MiningMech, the LoaderMech, the ConstructionMech and the SalvageMech.
- The list of non combat Mech can be seen here:
http://www.sarna.net...strial_%27Mechs
The first battle designed Mech was the Mackie and appeared in 2443, the plans were stolen and each Faction started fielding there own versions about 2455.
- Privately owned Mech were cost restricted and only the very wealthy could even think of owning one.
- This is one of the reasons for the many stories of families that 'hand down' these items to the next generation.
- Some of these Mech's were 'gifted' to individuals after years of service to a House or Faction, or for extraordinary deeds.
- for the active militaries, as the chassis and Tech aged they were relegated to 2nd and 3rd line duties, some even outright sold off. (Merc's, and outer world area's could get cheap used chassis this way, many of the Pirates started this way.)
Many of the 'hand me downs' are in excess of 300 yrs old, but with proper maintenance and updates, continue to function as they were designed. Newer models and chassis often outclass these older machines, with better systems, newer tech, enhanced materials and weapons.
- The lore states that each Mech has a detailed diagnostic system that maintains sensor contact with every component within it design, allowing for a proper upkeep and maintenance. As long as the owner/maintainer follows the maintenance warnings it should last indefinitely. (parts availability not withstanding)
- One of the reasons for Salvage being at a premium for these very expensive to operate machines.
Owning and operating one of these machines would be comparable to running a top end racing car, very expensive and requiring constant maintenance and tuning. You'd really need a reason to have and operate one for the cost of it's use. This is also one of the reasons for the formation of the Mercenary review board and the contract system, insuring that services required and payment for these services were administered and conducted to both parties satisfaction.
Within MWO we have 4 chassis that are within this original issue category, 'The Founders' Mech's. And seen in there slightly different design and paint scheme.
Just some info,
9erRed
Edited by 9erRed, 26 June 2014 - 12:40 AM.
#3
Posted 26 June 2014 - 06:13 PM
Mech42Ace, on 25 June 2014 - 09:31 PM, said:
Do the mechanics have to change certain joints on a mech ( like an oil change, a certain distance traveled)?
Even with proper maintainence parts will wear out. The skeleton/frame will eventually weaken, the exterior will corrode, electronics will fry. Mechs move via myomer cables rather than gears or pistons, but you still need a place where metal meets metal so grease or oil would probably be necessary at the elbows, hips, etc. The fusion reactor needs shielding replaced. Any autocannon will need to have the barrel cleaned after excessive firing. You should probably wash your cockpit glass regularly too.
Like modern day restoration of cars or aircraft you eventually need replacements, either used parts from identical machines or newly made parts which match the old. A properly stowed mech could last for centuries with minimal work while a week of grueling field use without proper care could ruin a machine.
Check out sarna.net, its a great resource if you don't own any of the books from the table top game.
http://www.sarna.net...Mech_Technology
#4
Posted 28 June 2014 - 12:09 AM
Look at them like modern aircraft. Their lives are limited only by the life of their frame. If the internal structure can be kept sound the life can be measured in centuries, even if they see plenty of heavy combat. If the frame is compromised, they are only good for parts.
Parts like joints depend on the chassis. Some 'Mechs like early Sunders were notorious for burning through actuators at alarming and unacceptable rates. They all have to be replaced eventually like any moving part they wear out after so many operating hours under so much stress. I would think several thousand hours for major parts like actuators.
Other 'Mechs gain a reputation for being difficult to repair, be it because parts are unique and scarce or having particularly finicky systems.
Edited by Nathan Foxbane, 28 June 2014 - 12:25 AM.
#5
Posted 28 June 2014 - 12:31 AM
Mech42Ace, on 25 June 2014 - 09:31 PM, said:
Generally, the IS mechs in use are all relics passed down for generations that are held together by duct tape and excessive use of WD40. That's the beauty of them. They do range a lot depending on the status, though. New mechs like RVN-3L/CTF-3D are obviously only used by elite and haven't seen any service yet... hence they would appear pretty polished. Stuff used in Solaris is held together only be dreams and wishes, pirate stuff even more so (see pic). The mercs go from Solaris-tier trash to ancient, but perfectly preserved mechs from some cache they've stumbled upon. Millitary tends to be in a USSR-like level of appearance. Rugged, maybe dirty, but fully functional. Of course, the elites get the best of the best there is, covered in war trophies and what not.

The Clan mechs are a different beast, all polished up and kept in a state that would make US Raptor technicians blush.
#6
Posted 14 July 2014 - 07:46 PM
#7
Posted 19 July 2014 - 08:44 AM
#8
Posted 19 July 2014 - 08:56 AM
Mech42Ace, on 25 June 2014 - 09:31 PM, said:
Do the mechanics have to change certain joints on a mech ( like an oil change, a certain distance traveled)?
Any input on this would be great. Thanks
BattleMechs require routine maintenance and replacement of worn out parts. With good maintenance, "a mech" can essentially last "forever" - that said, after an utterly unpredictable amount of time, you will have replaced virtually every part of a 'mech, even in routine maintenance. I don't know the rated lifespan of the joints or bones; but they can and do get replaced due to damage, battlefield incurred or otherwise.
So, like cars and airplanes, it really depends on how you define "original."
If memory serves, in real life, if you can save 5% of the metal of an airframe, and you "properly" scratch-construct the other 95, you can get away with registering it as "original." I've seen people rebuild jets that smashed into the sides of mountains at mach speed in like manner.
Generally speaking, in *battlefield* terms, a BattleMech is considered "destroyed" when all of it's center torso internal structure ("bones") are completely destructed.
Edited by Pht, 19 July 2014 - 08:58 AM.
#9
Posted 02 August 2014 - 03:23 AM
Quote
“Davion components. Capellan components. All same. Made in Free Worlds League!”
—Sergei Ivanovich, Chief Tech, Tooth of Ymir Mercenary Regiment
In a stand-alone game of BattleTech, players usually begin with undamaged ’Mechs, ProtoMechs, vehicles, aerospace units and infantry. However, in a multi-battle campaign (or a series of linked campaigns), players can elect to use the following maintenance, repair, salvage and customization rules. The rules help to bring a feel of gritty reality to a campaign as players struggle to find parts and repair damaged units in the few quiet moments between battles. More detailed rules governing the creation and operation of
a military command—which further helps to fl esh out the reality of the universe, working hand-in-hand with these rules—appears in Interstellar Operations.
The following definitions provide a framework on which these rules build.
Quality Rating: The Quality Rating indicates the condition of each unit. When routine maintenance is not performed, the unit’s Quality Rating can drop, increasing the need for maintenance and the possibility of system failures. This rating is similar to the Availability and Technology ratings used in the BattleTech TechManual and A Time of War: BattleTech RPG.
Support Personnel: Often overlooked, the efforts of support personnel both on and off the battlefi eld are essential to keeping a 31st-century command combat-eff ective. The term “support personnel” is used to describe all noncombatant members of a command.
Maintenance: Even when not used in battle, the high-tech weapons of the 31st century require constant maintenance to stay in perfect fi ghting trim. Between each round of battles, support personnel must perform preventative maintenance on all active combat units.
Strategic Operation page 166
I would suggest that anyone who plays TT battletech should play using this aspect at least once. It is fun. If you use the A Time of War rulebook your character can be invovled in the process. In the 3025 era good Techs are hard to come by so the pilot is either assisting a Tech crew or may even be the Tech Crew's Crew Chief. You do not think that pilots actually sleep between enagements?
I would suggest that if you play in a group using the A Time Of War book that you talk to other player so that all the Tech Skills are covered.
Also, if you do use the full repair/salvage/maintenace rules NEVER EVER unload/reload ammo while the Mech is in the Dropship. In my 25 years of playing TT I have seen several Snake Eye Rolls (two 1s on 2d6) get rolled. Destoying a Mech and severly damaging a dropship and the Mechs around it. This is not fun when your a gerrilla force with limited supplies.
Edited by Skylarr, 02 August 2014 - 03:45 AM.
#10
Posted 02 August 2014 - 04:05 AM
but of course as other people have said they require regular maintenance to keep them working, even the new ones.
#11
Posted 02 August 2014 - 05:38 AM
Skylarr, on 02 August 2014 - 03:23 AM, said:
Also, if you do use the full repair/salvage/maintenace rules NEVER EVER unload/reload ammo while the Mech is in the Dropship. In my 25 years of playing TT I have seen several Snake Eye Rolls (two 1s on 2d6) get rolled. Destoying a Mech and severly damaging a dropship and the Mechs around it. This is not fun when your a gerrilla force with limited supplies.
... pardon my ignorance, but isn't there something along the lines of "taking your time" for things like that? If not, there ought to be ... it's something that's obviously done with extreme care.
#12
Posted 02 August 2014 - 06:16 AM
#13
Posted 03 August 2014 - 03:19 PM
This same instance worked with battlemechs for mercenary units because if you brought in a battlemech you usually had a contract to pay for repairs of the value of the mech and ammunition negotiated with your other party. What this usually meant is they cashed you out in full price of your mech if your mech was destroyed, or they paid for your parts so long as you where employed by them (same thing with ammunition). So even if you brought in a mackie unless you upgraded to a new mech or your mech was destroyed you where able to keep it running so long as there are replacement parts or you scavenged other parts from other mechs to make it work.
So out side of that I really can't say when it comes to the Great Houses and their military because I am a merc ... but if I where to guess they probably changed them out after a few years due to the houses having more money then a merc or a civilian farmer. So when it comes about they could easily pay for a replacement mechs with latest models for complete regiments (not to say they would do this).
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