Posted 04 December 2011 - 11:29 AM
Seen a good deal of quality ideas and speculation of what MW:O (is that the slag initials were going with?) and what level of strategy it'll offer. While I have no idea what is planned for MW:O I do have all manner of knowledge of how Kesmai's MPBT 3025 worked. So I'll try and layout how MPBT 3025's approach things in it's original "vision" and not the cut down thing everyone got to test.
Gonna take some time to get it all done so please be patient with replies till I finish. (and please excuse the formatting and proofing, working on it.) The purpose of this is to first explain how 3025 was to work and then to discuss how to implement any features that folks like into MW:O The MMOG has evolved a ton since the 90's so a good deal of these concepts will seem archaic
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3025: how it was gonna work
Intro:
Kesmai Corporation's MultiPlayer BattleTech was the culmination of efforts that began in 1990. The initial version drew from Activision's original MechWarrior game and in 1996 MultiPlayer BattleTech: Solaris was released, featuring head-to-head BattleMech dueling competition with an upgraded graphics engine. The latest version integrates and expands these two predecessors to create a game of incredible detail and epic scope. MultiPlayer BattleTech 3025 is a unique experience both online and in the BattleTech universe, giving players the opportunity to pilot BattleMechs, the massive war machines of the 31st century, in a struggle between the five Great Houses for dominion over the nearly 2000 worlds of the Inner Sphere.
Players start out as novice MechWarriors, honing their skills in training missions until t}ey are ready to join the battle on their House's behalf. At the lowest levels, players strive against their peers in head-to-head combat for control of vital areas of the planet. At the same time, their officers are mapping out the strategy to take the planetary capital and drive the enemy from the system. The highest generals set into motion even larger offensives on an interstellar scale according to the overall strategies of the House leaders. As players achieve victory on the tactical level, they are promoted and given theater command over the strategic level, until the highest-ranking players achieve control of a military hierarchy composed of thousands of players.
The unique player-driven politics and strategy of MPBT has created one of the most active and cohesive player communities in any multiplayer game to date. Players are responsible for defining and pursuing their own strategies, and vigorous recruitment and training provide the surest avenue to victory. The strong sense of individual contribution and responsibility tums players into leaders, and a game into an adventure in Strategy, tactics and politics. The detailed background and persistent history of the game lends it an authenticity unsurpassed in online gaming, and serves as a springboard for the imagination of the wargamer and roleplayer alike.
MPBT 3025 game mechanics.
The Player
In Multiplayer BattleTech: 3025, The player is a member of the military of one of the five Successor States. The player's goal is to increase his reputation and abilities by running combat missions for the House.
The success of these combat missions translates into success for the House in the larger war. In this way, the goals of the player and the goals of their House are congruent. The better the House does, the better the player does and vice versa.
Joining a House
When the player enters the game for the first time he is asked to choose a name for his character and a House to join. Once he chooses his House, he is sent to the training area for that House. Once a player achieves Rank I by gaining enough Rank Points from Training Missions, he can enlist in any company for which his House Standing qualifies him.
After he graduates from training the player chooses a BattleMech company in which to serve. Players run missions to gain rank and House standing, In time, the player can receive promotions from his superior officers and take command of a unit. At each new level of rank new rights and responsibilities are endowed to the player. If he is a strong leader and a dedicated player, he may reach the highest rank in the game, that of House Commander. Along the way, the player can earn medals and commendations, form lasting friendships and rivalries with other players.
Character Attributes
A player's character is defined by his Rank and House Standing. In addition, a player can receive Medals and Commendations. All of these things are effected either directly or indirectly by running Combat Missions. Combat Missions are the heart of the game, the more successful combat missions a player runs, the more powerful their character becomes.
A character's Rank is the single most important attribute of the character. Rank determines status in the 3025 universe, but it also translates into real power. High rank is an indication of combat effectiveness and a willingness to lead.
There are two types of Ranks: Minor Ranks and Major Ranks. Minor Ranks are gained by accumulating Rank Points (RP). When the player accumulates enough Rank Points to be qualified for a new Minor Rank, the new rank is automatically given. There are a total of 33 Minor Ranks in the game. Every tenth rank is a Major Rank. Like Minor Ranks, the player must first have the perquisite Rank Points to receive a Major Rank. Unlike Minor Ranks, to achieve a Major Rank a player must be promoted by a superior officer. There are no minor ranks above rank 35, Regiment Commander. There are a total of six major ranks. These major ranks correspond with command positions in a unit of the House military structure. With each level of command comes new rights and responsibilities.
Major Rank [Unit Type] {Abilities}
60 [House] {Diplomacy/War}
50 [Division Theater] {Level Strategy}
40 [Brigade] {Multi-planet Selection}
30 [Regiment] {Hex / Planet Movement (as Regiment)}
20 [Battalion] {Hex / Planet Movement (as Battalion)}
10 [Company] {Hex Movement (as Company)}
A player cannot skip ranks. This means that even if the player is qualified for rank 1, and is currently rank 9, he must first be promoted to rank 10 before automatically gaining rank 11. Players who are currently awaiting promotion continue to earn Rank Points. Once the major rank is passed, they automatically move up to the highest minor rank they are qualified for. Likewise, demotions do not effect a player's Rank Points. If a player is demote from rank 50 to rank 10, they automatically rise though the Minor ranks to rank 19.
The table below lists the Ranks available in the game and the Rank Points necessary to achieve them. Major Ranks are listed in bold.
Rank Table
Ranks (Rank Points)
0 (0)
1 (120)
2 (240)
3 (636)
4 (1,200)
5 (1,920)
6 (2,640)
7 (3,600)
8 (4,800)
9 (6,240)
10 (7,920)
11 (8,880)
12 (10320)
13 (12240)
14 (14,640)
15 (17,520)
16 (19,440)
17 (21,840)
18 (24,720)
19 (28,080)
20 (31,920)
21 (34,800)
22 (38,160)
23 (42,000)
24 (46,320)
25 (51,120)
26 (54,960)
27 (59,280)
28 (64,080)
29 (69,360)
30 (75,120)
31 (79,920)
32 (85,200)
33 (90,960)
34 (97,200)
35 (103,920)
Each House has it's own name for the ranks given to House members Multiplayer BattleTech: 3025. Titles correspond to rank insignias which are displayed next to the player's handle in the game. With the exception of the first ten ranks, new titles are given every five ranks.
The following table details the Rank Titles and the ranks to which they correspond. Major Ranks are listed in bold,
Acquiring New BattleMechs
As players progress in house standing and rank, their House accords them greater trust and favor. The most reliable and valuable warriors in the House are given access to the most coveted battle technologies still possessed by the inner Sphere.
At each new major rank or house standing level, the player is given more BattleMechs to choose from in running Combat Missions. Each House has a unique mix of BattleMechs available for use by its members. Some BattleMechs may be found in the militaries of more than one House while many 'Mechs are unique to a particular House. The 'Mechs available to the players are listed in the Mech Acquisition Tables for each House. The 'Mechs listed in each Command Mech Acquisition Table are added to the 'Mechs from all of the preceding lists for that House. The 'Mech Acquisition Tables are provided in Appendix C
For example. A Davion Captain with four stars would be able to use all of the 'Mechs on Davion Mech Acquisition Table A and Davion Mech Acquisition Table B. Once he gained the next rank all of the 'Mechs available on Davion Mech Acquisition Table C would now also be available for use. Mech Acquisition Index
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Trickle-up Rank Points
Aside from running Combat Missions, Rank Points are also awarded through a "trickle-up" method. Commanding officers receive Rank Points depending on the effectiveness of their unit. This compensates the player for spending their time commanding their unit instead of actually running missions. It also rewards players who have a well organized, active unit.
Trickle-up Rank Points are calculated and awarded once every 24 hours of real-time and added to the player's Rank Points. Trickle-up Rank Points are awarded based on the following formula:
Trickle-up RP = (Unit Win Ratio - .3) * Multiplier
The Unit Win Ratio must greater than .3 to receive Trickle-up points. The player never receives negative Trickle-up points. The Unit Win Ratio is total missions won by all of the companies under the player's command during the last 24 hours divided by total missions during the last 24 hours. The Unit Win Ratio is zero when total missions is zero (avoid divide by zero).
The Multiplier is dependent on the player's rank.
The table below shows the multipliers for each rank.
Trickle-Up Calculation Table
Unit Type [Commander Rank Multiplier
House [60-65] {2500}
Division [50-55] {2000}
Brigade [40-45] {1750}
Regiment [30-35] {1250}
Battalion [20-29] {500}
Company [l0-19] {250}
House Standing
House Standing measures how effective the player is both in combat missions and as a commander. House Standing Points are used to determine what 'Mechs are available to the player and what types of units the player can join. There are four levels of House Standing. To rise in House Standing, the player must accumulate the required number of House Standing Points. House Standing Points are determined by the following formula:
HSP = Missions Won / Total Missions) * 2 * Rank Points
A player has zero House Standing Points when he has zero total missions. {Avoid divide by zero}
The table below shows the points necessary to achieve a given House Standing. House Standing is unaffected by demotion or resignation from a unit.
House Standing (House Standing Points)
Green (0)
Regular (31.920)
Veteran (75,120)
Elite (103,920)
Medals and Commendations
In addition to Promotions, commanding officers can also hand out Medals and Commendations. These medals do not effect the player's standing in the game, but they do effect how other players perceive them. (which can be just as important) A list of the Medals and Commendations available in each House is provided in Appendix E.
A special type of award, the Campaign medal is handed out automatically to players on the winning side of a Comstar Interdiction. This award is the same regardless of the player's house.
Leaving a House
A player can choose to defect from his current House and choose a new House. The penalties for doing so are as follows:
* The players House Standing is set back to zero.
* His rank points are divided by two.
* He is stripped of all Major Ranks.
* He loses all Medals and Commendations. (excepting Comstar Ribbons)
He must then choose a new House and is sent to the Training Area for that House. If his Rank Points are
still sufficient to quahS him, he can then enlist in a company.
Players can also be sent to the reserves, which is like being fired from you current position. Company
commanders retain the right to send any member of their company to the reserves. See the section on
Reserves below for more info.
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The House
The House is a hierarchical organization of military units commanded by players.
A hierarchical structure allows the users to prevent the overloading of a player overseeing the activity of other players. It affects the community by glving players a sense that they are part of something larger while preserving a .cooperative spirit between mernbers of smaller groups ("esprit d'corps").
Military units are organized in this hierarchical model. Each unit is a part of a larger group which eventually leads up to a structure called a "House," thereby transferring loyalty from the small units to the House. Every player works for the betterment of his unit, and he intuitively knows that all units are contributing to the fate of the House.
The key to making the hierarchy a community organism is allowing each level to be commanded by a human being, rather than an impersonal uncaring AI. The players hire and fire the people who occupy positions within the House, the ultimate award or censure available to a player. Anyone can gain rank; not everyone can be chosen to lead other players.
The company (CPY) occupies the lowest level of the hierarchy. Each company is composed of twelve "slots." A player is assigned to a slot until that player is removed from the company by various mechanisms, including promotion being transferred to the reserves or another company, and so on. Being assigned to a slot enables that player to operate anywhere his company is located, rather than having to operate with (q.v.) another company. CPY officers are integral to the unit and take up one slot per officer; officers from levels of the hierarchy higher than the company must operate with a company in order to run missions.
As more players join the House the organization of the House grows. Initially, there is only one company per Regiment in the House. As new units become "operational", new units are mobilized, opening up additional slots for players to fill. When units become inactive, they are demobilized. This dynamic scaling of the organization is described in the section on Dynamic Scaling of the House Organization, below.
When all companies are mobilized, there are approximately 58,000 slots within the game, or approximately\ 11,600 slots per House. All of the numbers givan in this section assume a fully mobilized House. Assuming that all officers are operating with companies, the ratio of non-officers to officers is 1.6 to 1.
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We tend to use a lot of 3O25-specific jargon. Here are some House-specific terms defined for the new reader's sake.
Terms and Definitions
Command: A level of responsibility over other players and at least one military company. Command is determined by other players higher in the military hierarchy.
House Standing: A relative measure of how well a House regards its members. It is based on rank though
decreases as time passes between successful missions.
Rank: a relative measure of a players standing within a oommunity. Rank is determined by gathering rank points derived from mission successes or by the successes of zubordinate players.
Slot: A position within a company. Players are assigned to slots to facilitate their operation with the company of which they are a member. Unassigned slots determine the number of players who can operate with the company when they are not members of the company.
Subordinate: A player, command level or military unit that falls below a given level in the House hierarchy. Generally speaking a "subordinate" anything can be manipulated by a superior officer. Subordinates are in the same chain of command as the player to which they are subordinate.
Superior: A player, command level, or military unit grouping that is above a given level within the House hierarchy. Superiors are in the same chain of command as the player to which they are superior
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Player Types
There are five different categories of players within the game. These categories are defined by their place within the hierarchy of the House.
Trainee
A trainee is a new player who has not yet joined a "line" military unit. The trainee has no responsibilities until he earns his way through graduation by obtaining sufficient rank points to reach rank 1. When he does so, he must then choose a company to serve in from those presented and becomes a grunt.
The trainee can only run missions on the House's training area he enters the game on. He can run missions that teach him the basic operations of a BattleMech. The trainee is being taught how to operate BattleMechs and is probably receiving indoctrination on the policies and culture of his new House by House officers who are visiting the training area.
Grunt
A grunt is a player who has made it through graduation and currently holds no command position. Grunts can have any amount of experience, and players who no longer wish to be commanders will often return to the life of a grunt.
Grunts run missions to capture territory for their House. Grunts are assigned a slot within a company, which entitles them to the use of the company's command headquarters and guarantees them a seat in a Mech when their company is seeing action. By obtaining sufficient rank points and receiving a promotion from a superior officer, a grunt can become a company officer or officer.
The grunt's life is a simple one: run missions and win as many of them as you can. A grunt will begin forming tight bonds with players, especially during particularly difficult battles or extended campaigns while attacking or defending a House. The grunt is probably trying to prove his worth to his commanders so his name comes up for promotion as quickly as he can qualify for command.
There are approximately 7,200 grunts per House.
Company Officer
A company officer is a commander (CO) or executive officer (XO) of a Company, the basic unit of strategic combat in MPBT: 3025. Company COs and XOs are integral to the company and serve as a grunt with a few additional responsibilities. By obtaining sufficient rank points and receiving a promotion from a superior officer, a company officer can become a senior officer.
The company officers are responsible for placing their units in combat on any planet they're stationed. They are responsible for ensuring their company members are having fun on the planet if their company is in a battle for control of a world. The company officer is probably trying to impress his superiors so he can achieve a higher level of command and responsibility within the House.
There can be up to 3,600 company officers per House.
Senior Officer
Senior officers command groups of companies and are not integrated in a company roster. They range from Battalion officers responsible for 3 companies to the House Leader, responsible for the well-being of every House interest.
Senior officers' lives become less mission-oriented and more focused on the strategic levels of combat on the planetary and interstellar levels. These players, especially the ones at the higher places within the hierarchy, are dedicated to managing groups of people and maintaining operational coherence for the units for which they are responsible. They are also more responsible for the well-being of the House as a whole than company officers, and the top levels report directly to the House Leader. Senior officers have been placed there by other senior officers as well as the House Leader. Senior officers are looking to impress other senior officers so they can lobby to become the next House Leader when it is required.
There can be up to 862 senior officers per House.
House Leader
The House Leader is a symbol of the House's standards as well as an operational level commander who can manage large groups of people through delegation. House Leaders are picked by Kesmai and installed into office by Comstar, The House Leader spends the majority of his time organizing the House by making policy and alliances. The HL will rarely run missions, though he will be heavily involved with strategic concerns when not negotiating with other Houses. The success or failure of the House military is his responsibility.
Officer on Duty
To prevent a unit from being yanked around by, different levels of command all trying to execute a command on the same unit at the same time, an Officer or Senior officer is designated as the Officer on Duty for a open unit. The Officer on Duty is the player currently responsible for issuing commands for the unit. The Officer on Duty is the lowest level, highest ranking officer who has the power to issue commands for the unit.
Commands which can only be executed by the Officer on Duty are specified below. Hiring and Firing of unit members and certain "always on' abilities do not apply.
Reservist
A reservist is a player who has been transferred to the reserves by leaving his unit, being removed from his unit by a superior officer, or being removed by an automated process for inactivity longer than 90 days. The frequency of these updates should be configurable.
When the player returns from inactivity, he receives a message indicating he's in the reserves and may then join a military unit if he qualifies for membership. The player has no affiliation besides his House and must operate with a company to run missions.
Unit Types
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Companies
Companies (CPYs) are the smallest permanent unit in the game. A Company is composed of 12 player slots. One of these slots is reserved for the CO and three more are reserved for XOs. The other eight are for grunts.
Companies are intended to be the basic community element that forms a House. A players companions while running missions are likely to be drawn from his company. His company officers are likely to serve as his mentors once he's past training, thereby increasing community bonds once the people disperse across the House to fulfill other responsibilities. In a tribal sense the company represents a hunting party or one's immediate family.
Officers
Every company has a commanding officer (CO) and three executive officers (XO). These officers have the responsibility for maintaining activity on the operational level of planetary combat by moving the company from hex to hex.
House Standing Requirement
Every company has a House Standing requirement which prevents players with House Standing lower than the threshold from joining the company. Some units are elite and don't accept average MechWarriors into their ranks. House Standing allows players to group together along lines determined by dedication to the House. There are four levels: Green" Regular, Veteran and Elite.
Command Abilities
The CPY officer has the following command abilities:
*Planetary Hex Movement - may move the CPY on the planetary hex map and to and from the Jumpship as covered in Planetary Assaults. Can only move units from the Jumpship to the surface of the planet if the planet is marked as an objective for the Regiment. The player must be the current Officer on Duty for the CPY.
*Training Area Access - an officer may travel to the training area to assist never players as needed.
*Hire / Fire subordinate - can change a subordinate grunt or officers current command to a different subordinate command position- CPY XOs have no subordinate command positions to which they can appoint a grunt.
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Battalions
Battalions (Bn[s) have 38 people associated with them: 3 companies of 12 members a piece plus the two BTN officers.
BTNs will serve as the first link tying people into the greater whole of the House. Most of the company grunt's running companions who are not in the same company will probably be from within his BTN. In a tribal sense, the BTN represents an extended family.
The BTN officer is serving to execute the will of higher-level officers. He is coordinating mission activities with each of his companies and lending a direct hand more often than any other 'senior' officer. When he's not running missions he is probably observing strategic decision-making and checking planetary Intel reports for anything unusual.
Officers
There is one CO and one XO for the BTN. They are supernumerary and must operate with a company (q.v.) in order to run missions. BTN officers are responsible for coordinating their company activities and may move their subordinate companies across interstellar space as well as planetary hexes.
Command Abilities
The BTN officer has the following command abilities:
Planetary Hex Movement - May move I subordinate unit on the planetary hex map and to and from the Jumpship as covered in Planetary Assaults. When a BNT officer moves units from the Jumpship to the surface of the planet if the planet is marked as an objective for ths Regiment. The player must be the current Officer on Duty for the CPY.
*Interstellar Movement - May move a subordinate unit to a different star system as covered in Interplanetary Travel. The player must be the current Officer on Duty for the BAT.
*Training Area Access - an officer may travel to the training area to assist new players as needed.
*Hire/Fire subordinate - can change a subordinate grunt or officer's current command to a different subordinate command position.
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Regiments
Regiments (REGs) have 116 people associated with them: 3 BTNs of 38 members apiece plus two REG officers.
The REG edges toward the limits of organizations people can readily identify with. The REG serves as a "tribe" within a larger "clan" entity, the House. Rivalries may exist between subordinate BTNs, but all to make a REG superior to all others in performance. A player will be associated with a REG while he's running, whereas the BTN and CPY details are important only to commanders running the tactical operations. In a tribal frame of reference, the REG is a clan of related families.
The REG officer has to manage his subordinate commands and will often be directing planetary strategy for the House when possible. He passes along significant data to the higher officers and wins ground by coordinating the activity of his CPYs.
Officers
There is one CO and one XO for the REG. They are supernumerary and must operate with a company (q v ) in order to run missions. REG officers are responsible for coordinating their company activities and may move their subordinate companies across interstellar space as well as planetary hexes. They are also empowered to initiate hostilities on a planetary scale.
Command Abilities
The REG officer has the following command abilities:
*Planetary Hex Movement - May move a subordinate unit on the planetary hex map and to and from the Jumpship as covered in Planetary Assaults. When REG officer moves a unit from the Jumpship to the surface of a planet marked as an objective by the BGD officer the planet is automatically marked as an objective for the Regiment, if it wasn't already. The REG officer cannot move units to the surface of planets not marked by the BGD officer. The player must be the current Officer on Duty for the CPY"
*Interstellar Movement * May move a subordinate unit to a different star system as covered in Interplanetary Travel. The player must be the current Officer on Duty for the BAT.
*Set Regiment Objectives * The REG officer may toggle planets to serve as targets for his Regiment in campaign. The REG officer can only mark planets as objectives for his Regiment that have been rnarked by the BGD officer as targets for the Brigade. The maps of BAT officers display these identified planets. The player must be the current Officer on Duty for the REG.
*Training Area Access - an officer may travel to the training area to assist new players as needed.
*Hire / Fire subordinate - can change a subordinate grunt or officers current command to a different subordinate command position
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Brigades
Brigades (BGDS) have 446 people associated with them: 4 REGs associated with them plus two BGD officers.
The BGD is a means for players to identify themselves as within a discrete grouping of the House's warriors. Members of REGs in other BGDs are not likely to know each other well unless they take part in multiple campaigns together. BGDs are probably beyond the size where most people can relate themselves personally to an organization.
The BGD officer has to be able to filter and pass onward data relevant to strategic operations for the DIV officers. He also has to react to those items he is not passing along and handle them long enough for the greater strategic picture to be analyzed by higher level officers
Officers
There is one CO and one XO for the BGD. They are supernumerary and must operate with a company (q.v.) in order to run missions. BGD officers are responsible for coordinating the activities of their REGs in low-level strategic operations.
BGD officers may hire and fire subordinate COs. The BGD CO has the added responsibility for firing/hiring the BGD XO. New officers must be from within the unit they are to lead or the reserves.
Command Abilities
The BGD officer has the following command abilities:
*Planetary Hex Movement - May move a subordinate unit on the planetary hex map and to and from the Jumpship as covered in Planetary Assaults. When a BGD officer moves a unit from the Jumpship to the surface of a planet, the planet is automatically marked as both a BGD and REG objective, if it wasn't already. The player must be the current Officer on Duty for the CPY.
*Interstellar Movement - May move a subordinate unit to a different star system as covered in Interplanetary Travel. The player must be the current Officer on Duty for the BAT.
*Set Regiment Objectives - may toggle the objectives of subordinate Regiments. Planets specified as objectives for regiments automatically become BGD Objectives if they weren't already. The player nnrst be the current Officer on Duty for the REG.
*Set Brigade Objectives - may toggle planets to serve as targets for his Brigade in a campaign. The maps of REG officers display these identified planets. The player must be the current officer on Duty for the BGD.
*Training Area Access - an officer may travel to the training area to assist new players as needed.
*Hire/Fire subordinate - can change a subordinate grunt or officer's current command to a different
subordinate command position.
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Divisions
Divisions (DIVs) have 2332 people as part of the organization: 5 BGDs of 466 people each plus two DfV officers.
The DIV is a means for the House to address strategic needs, such as large-scale defenses and attacks. It is a larger organization than people can identify with personally. For the average player, the Division is a large chunk of the House population within which his role and his status is known. The DIV might not move as a cohesive entity very often, but it serves to help segregate and clearly define responsibilities for lower level commanders during large-scale operations.
These people will tend to be able to assimilate information front many disparate sources and feed that information back into strategic operations. They have no more than six direct reports (one from each subordinate BGD)
Officers
There is one CO and one XO for theDIV. They are supernumerary and must operate with a company (q.v.) in order to run missions. DIV officers are responsible for coordinating high-level strategic activities of their House.
Command Abilities
The DIV officer has the following command abilities:
*Planetary Hex Movement - May move a subordinate unit on the planetary hex map and to and from the Jumpship as covered in Planetary Assaults. When a DIV officer moves a unit from the Jumpship to the surface of a planet, the planet is automatically marked as both a BGD and REG objective, if it wasn't already. The player must be the current Officer on Duty for the CPY.
*Interstellar Movement May move a subordinate unit to a different star system as covered in Interplanetary Travel" The player must be the current Officer on Duty for the BAT
*Set Regiment Objectives - may toggle the objectives of subordinate Regiments. Planets specified as objectives for regiments automatically become BGD Objectives if they weren't already. The player must be the current Officer on Duty for the REG.
*Set Brigade Objectives - may toggle the objectives of subordinate Brigades. The player must be the current Officer on Duty for the BGD.
*Supply AlIy - permits an a House set as an ally to use a controlled planet as though it were theirs for purposes of supply determination.
*Planetary Hex Ownership - transfers ownership of a friendly hex to a House set as an ally That he has all the characteristics of a recently-captured hex for all purposes.
*Training Area Access - an officer may travel to the training area to assist new players as needed-
*Hire / Fire subordinate - can change a subordinate grunt or officer's current command to a different subordinate command position
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House
Houses have 11662 people as part of the organization:5 DIVs of 2332 people each plus the House Leader and House XO.
Officers
There is one CO (*House Leader" or "HL") and one XO ("XHO") for the house. They are supernumerary and must operate with a company (q.v.) in order to run missions. House Leaders and XOs are responsible for making and breaking alliances with other Houses and setting policy for all House behavior.
The HL and ID(O may hire and fire subordinate COs. The HL has the added responsibility for firing/hiring the FD(O. New officers must be from within the unit they are to lead or the reserves. If the House's subordinate CPYs are filled a fired officer is automatically sent to the reserves.
Command Abilities
The House officer has the following command abilities:
*Planetary Hex Movement - May move a subordinate unit on the planetary hex map and to and from the Jumpship as covered in Planetary Assaults. When a HL or ID(O moves a unit from the Jumpship to the surface of a planet, the planet is automatically marked as both a BGD and REG objective, if it wasn't already. The player must be the current Officer on Duty for the CPY.
*Interstellar Movement - May move a subordinate unit to a different star system as covered in Interplanetary Travel. The player must be the current Officer on Duty for the BAT.
*Set Regiment Objectives - may toggle the objectives of subordinate Regiments. Planets specified as objectives for regiments automatically become BGD Objectives if they weren't already. The player must be the current Officer on Duty for the REG.
Set Brigade Objectives - may toggle the objectives of subordinate Brigades. The player must be the current Officer on Duty for the BGD.
*Supply Ally - Permits a House set as an ally to use a controlled planet as though it were theirs for purposes of supply determination.
*Planetary Hex Ownership - transfers ownership of a friendly hex to a House set as an ally That hex has all the characteristics of a recently captured hex for all purposes.
*Set Alliances - May set other Houses to "Ally" or "Enemy." Houses change to enemy any time they attack the office's House and alert the leader to that change. Setting changes do not normally send notification of the change in status. Settings are visible to all House officers.
*Training Area Access - an officer may travel to the training area to assist new players as needed.
*Hire / fire subordinate - can change a subordinate grunt or officers current command to a different subordinate command position.
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The Reserves
The reserves are a catch-all unit that does not appear on the House's TO&E. Players are assigned to the
reserves under the following conditions:
* They resign from active service .
*They are sent to the reserves for inactivity (players & scripts)
*They are fired from a command position and they do not qualify for any slots in the unit(s) formerly in
his command
The reserves may not be moved. Aplayer in the reserves may join any company upon his retum to the
game and may run missions by operating with a company normally.
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Dynamic Scaling of the House Organization
The Dynamic Scaling mechanism in the House Organization chart accomplishes a number of things. First off, it encourages the growth of healthy groups of players on the Regiment level and below. Rather than allowing players to be scattered all over the place, it coalleses them and builds from a smaller group into a larger group.
--------------------------------
Operational Units
As more players join the House, the organization of the House grows. The organization grows based on
us or activity in a given company. If a company is healthy and active, then more new companies are
mobilized within the same Batallion or Regiment. The definition of healthy and active is what we call an
"operational unit"-
A Company is considered operational if it has:
* Run 150 Missions over the course of a week
* Has 7 permanent mernbers for a fuIl week
* Has a CO for a week.
Mobilization
If the unit is operational, it can trigger the mobilization of additional companies within the Regiment.
Companies which are mobilized have the following properties:
* They are listed on the House Organization Chart.
* The players can join the unit roster.
* The unit appears on planetary and interstellar maps
* The unit can be moved
Basically, companies which are mobilized exist in the game world and demobilized companies do not.
A company is mobilized within a Battalion in the following way. If the fust company is operational, then
the second company in the same Battalion is mobilized. If both the first and the second company are
operational, then the third company in the Battalion is mobilized. When all three companies in the first
Battalion are operational, the first company of the Baualion of the next highest house standing level is
mobilize. The process of mobilization continues in the next Battalion.
When both the first and second Battalions have become firlly operational, then the first company of the
third Battalion is mobilized. This effect does not propogate beyond the Regiment level.
----------------------------
Demobilization
Demobilization occurs when units fall into di$se. If a company has not been operational for ttree weeks in
a row, it is demobilized. AII mennbers of a demobilized company ar€ sent to the reserves and the unit is
removed from the game world.
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lnitial Conditions
Initially, only one company per Regiment is mobilized. A Regiment cannot have its fust compary
demobilized. The first company of the Regiment is always the first company of the Battalion with the
lowest House Standing Requirement in the Regiment.
Units that have just been mobilized start in the Jumpship Hex of the homeworld of their Regiment,
regardless of the current owner of their homeworld.
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Planetary Assaults
In order to win the larger war for control of the Inner Sphere, a House must first win smaller wars for
control ofindividual planets. Taking a planet is not trivial and requires the coordination ofhundreds of
players running combat missions on the planet. Running successful missions allows the attacker to gain
territory and the defender to keep tenitory. The goal of a planetary assault is to gain control of the planet's
capital. By controlling the capital, the House broadens its sphere of influence by opening up supply lines
deeper irto enemy space.
In this section, we refer to the officer currently in control of a unit as the commander" The commander can
be the CO or XO ofthe unit. Commanders at the Regiment level and below are primarity responsible for
the managanent of a planetary assault. A Regimental Commander or higher is required to initiate the
assault.
Planetary Map
In Multiplqter Battletech: 3025, the surface of a planet is represented by a hex grid like the one depicted below. The colors of the hexes signify who currently controls that hex. A hex is always controlled by somebody; there are no neutral hexes.
The hex in the center of the map is the planet's capital. Taking over the capital opens the flow of zupply for the larger interplanetry conflict. Controlling the capital also effects the flow of planetary supply (see Planetary Supply Lines, below).
There are a total of 169 hexes on the map with 8 hex's per side of the 6-sided plantary Hex.
Unit Combat
To take eontrol of a planet, an attacking force rnust start from the edge of the map and fight their way
inward to the capital. Defending forces must start in the capital and move outward. The shortest path from
the edge of the map to the center is eight hexes. This means that an attacking force must take control of at
least seven hexes to reach the capital.
Hex Balance
Hex Balance is an abstract representation ofthe "balance of power" within a hex. This balance of power
shifts as one House runs successfuI combat missions against another House. Hex Balance is measured in Hex Balance Points. Running successful combat missions earns Hex tsalance Points, running unsuccessful missions loses Hex Balance Points.
The nurnber of Hex Balance Points is constart. This means that if one side gains points by running a
mission, another side is losing that siuire amount of points. There are a total of 10,000 Hex Biilance Points per hex. The initial owner of the hex starts with all 10,000 points.
When a side acquires 6,000 Hex Balance Points (60% of the hex) they gain control of the hex. Controlling a hex allows units to move through the hex, it also opens up the flow of supply. (see supply) The last side to have 6,000 points keeps control ofthe hex until another side aequires 6,000 points or the controlling side is hrced to retreat from the hex.
lf a side's Hex Balance goes to zero, they are forced to retreat from the hex. (see Retreating, below) They may regroup and re-assault the hex or choose another target.
If the controlling House is forced to retreat from a hex, control of the hex goes to the side with the greatest
Hex Balance Points. If there is a tie, then the side that has occupied the contested hex the longest gets
control. If they tie in this as well, then the side that has the most units in the contested hex get control.
Finally, in the unlikely scenario that all of these comparisons result in a fig the tiebreaker is determined by
random selection,
Assault Bonus
When a unit assaults a hex, they are given a one timg 500 point (5% of the hex) bonus. This is called the
Assault Bonus. From tlris 500 point foothold, an attacking force must quickly win some missions to avoid
being driven &om the hex. Assaulting a well fortified and well trained enemy is very diffcult - the
defender has an inherent advantage.
Mission Value
The number of Hex Balance Points a mission is worth is determined by two factors: the number of
BattleMechs that are involved in tho mission and the length of time tha winning unll has been in the hex.
The amount oftime that a unit has been in a hex determines its "maturity modifier." Basically, units do not
corue up to full strengIh unttl they've beerr in a hex for more than hatf an hour.
Base Mission Yalue = ( Number of Attackers + Number of Defendes ) * 4
Mission Value (PvP) = Base Mission Value * Winner's Maturity Modifier
Fighting non.player opponents yields less points then flght player opponents. The Mission Value for a
mission run against drones is divided by two. This offsets the fact that players will more than likely win
against drones.
Mission Yalue (PvItiP) = (Base Mission Value * Winner's Maturity Modifier) / 2
The Mission Value is subtracted from the losing side's Hex Balance and added to the winniag side"s Hex
Balance. If the losing side has less Hex Balance Points than the Mission Value, the winning side gets all of the losing side's remaining Hex Balance Points and the losing side must retreat from the hex.
Maturity Modifiers
Maturity Level [Time in Hex] {Maturity Modifier}
Setting up [Less than 16 minutes] {0.50}
Digging In [Less than 3l minutes] {0.75}
Fortified [31 [minutes or more] {1.00}
Retreating
When a House now longer controls a portion of the Hex Balance for a hex, all units of that House are
forced to reteat from the hex. The units have been completely overun, the enemy is at their gates, they
must be evacuated via dropship to space. Retreating units suffer the normal time penalty of moving to from the planet's srrrface to space.
Company Movement
The only units that can be moved are companies or ad hoc groups of companies. Companies can only
occupy a hex in which their side has hex balance. Moving a company takes time depending on how far the
company is moving. A time penalty is necossary in order to make tactics such as feints, flanking, and
ambush possible. If moving a unit takes no time, there is no commitment of forces, and hence, no strategy.
The rules for company movement are as follows. Companies can move through a hex that is controlled by
their House or into a hex that is adjacent to a hex controlled by their House. If the House does not already
control a portion of the hex balance for the hex, the House is given the initial Assault Bonus described above. From a hex that a unit's House does not control, a company can only move to a hex their House
does control or to space.
Companies travel at a rate of 1 hex every 5 minutes. If a company's destination is more than 3 hexes away, the unit is "airlifted" to the destination hex. An airlift takes 15 minutes, regardless of the distance traveled. In other words, the maximum travel time for a unit travelling from hex to hex is l5 minutes.
When the order is given for a company to move, it must first wait for any members of the company that are
running combat missions to complete their missions. Company members cannot start new missions during this period. Company members waiting for missions during this period have their missions cancelled. When all of the members of the unit have completed their missions, the company moves as a whole. The company cannot run missions until it reaches its destination.
To prevent race conditions, Companies that are moving to a hex are counted in the total rnrmber of units in the hex, Thus, if there are six units present in a hex and there are tlrree units moving to the hex, the hex is considered to be full and no more units can move to the hex.
Units are allowed to move through a full hex on their way to another hex.
------------------------------------------
Supply Lines
A crucial part of the Planetary Assault game is the concept of Supply Lines. Supply lines provide supply
for units in the field. A unit is considered "in-supply" when it is connected to a supply line and "out-of-supply" when it is not. A supply line is formed by a series of controlled, adjacent hexes leading back to a
source of supply. For the controller of the capital, the source of supply is the capital. For everyone else, it is
any hex on the outer ring.
If the unit's House does not control the capital it must control a series of adjacent hexes from its cuffent
position to an outer hex to be in-zupply. If the unit's House does control the capital, it must sontrol a series
ofadjacent hexes from its current position to the capital to be in-supply.
Planetary Supply Lines are dependent upon Interplanetary Supply Lines, which are discussed below. If the planet itself is not in-supply, then units on the planet arg automatically out-of-supply.
Effects of Supply
Units which are in-supply have full access to parts and materials for maintaining their Battlemechs. In
game terrns, players who are operating with a unit in-supply have access to all of the mechs their rank
qualifies them for. When a mech is damaged in combat, it is automatically repaired.
Units which are out-of-supply cannot repair their Battlemechs. When a player in an out.of-supply unit has
his Battlemech damaged, it stays damaged. Until supply is restored to the unit, random damage is applied to the player's 'Mech whenever he chooses that type of 'Mech. When the player's Battlemech is destroyed. it is taken offof list of 'Mechs to choose from. The exception to this rule is the last Battlemech on the player's list. When this 'Mech is destroyed, the player is given a replacement 'Mech which is randomly damaged. When a unit gets back in.supply, their'Mechs are repaired and their 'Mesh List is returned to normal.
lntelligence
What a player can and can't see has a major impact on game balance and for this reason we cover it here in the Game Mechanics section. Players can see which House controls any hex on the map and what the Hex
Balance is in the hex. Players can also see:
*The position and narne of every unit in their House.
*The position of enemy units in hoxes that their House controls.
*The position of enemy units in hexes adjacenl to hexes their House controls.
*The position and name of enemy units in hexes where a unit from their House is present.
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Each hex on the plarntary map has a climate value assmiated with it. this value deternines the type of
climate units will engounter whsn running combat missions in tlre hor. The table below lists the diffsent
climate and their effects.
Climate Type:
Climate [effect]
Desert [Hottest]
Tropical [Hot]
Temperate [Neither Hot or Cold]
Arctic [Cold]
lnterplanetary Combat
lnterplanetary Supply Lines
Interplanetary supply lines serve two purposes with regards to units. A supply line is what is used to
determine if an assaulting House's units (mechs) are "in supply" or "out of supply" while located on a
planet (see Supply Lines in the Planetary Assaults section). Interplanetary Supply lines are also used to
determine if a unit can move on a JumpShip from its current planet to a different planet within the Inner
Sphere.
If a House occupies the central hex of a planet, the House is allowed to use that planet for purposes of
interplanetary supply lines. This planet is now called a "supply planet" for the controlling House and its
allies. A line of supply will then exist between the supply planet and all other planets within 30 ligtrt years
for the controlling House.
Interplanetary Supply lines begin at the House Capital planet. To determine if a planet is considered insupply, a supply line must be able to be generated from that planet all the way back to the Capital planet. If a link in this chain is broken, supply is cut to every planet after that link.
Division Commanders may designate planets to act as supply planets for an ally including the House
Capital plan*. The ally still must use its own Capital planets as the starting points for its interplanetary
supply lines.
lnterplanetary Travel
Units move between planets via JumpShips. Jumpships are transport ships used to carry a House's mechs. Jumpships travel by making a series of "jumps" from the starting planet to the destination planet.
Jumpships may travel a maximum of 30 light years per jump. Jumpships will always make the minimum
number ofjumps to a destination unless otherwise directed. Jumpships can only move to a planet that is 30 or less light years away from a House supply planet. This means that a unit may fight on an uncontrolled planet and remain in supply so long as there is a supply planet within 30 light years.
Jumpships may only move from a planet that is in supply An exception to this rule exists for retreating
from a planet and is described later. Jumpships must stop after each jump to refuel recharge its engines to allow the JumpShip to make another jump. This recharging time takes 5 minutes.
Basic lnterplanetary Unit Movement Example
The example below contains four planets separated by the distances indicated in light years. For
this example, an assumption is made that a supply path exists baween planet A and a Depot
planet. A House controls the central hex of planets A and B which makes these two planets
supply planets for the House. The House wants to move units already on a JumpShip orbiting
planet A to planet C. This "trip" will take two jumps (planet A to planet B and then planet B to
planet C) since the distance between plan* A and planet C is greater than 30 light years.
lf a House's units are forced to retreat from a planet that currently is out of supply for a House, the
JumpShip will make a series of jumps that will take it to the nearest House planet that is in supply. Once a JumpShip begins retreating, it may not be used to launch an attack on another planet until it has first
reached a planet that is in supply for the House. The "path" that a retreating JumpShip takes will be to the
closest House planet. This path is automatically regenerated after each jump. The recalculation is
necessary due to the possibility of supply lines being created or lost when any planet changes possession to a different House.
For example, say a House (the defending House) controls the central hex on Planets A, B, C, and
D in the diagram above, The defending House also controls a planet off the map which allows
Planet A to be in supply that is safe from attack by another House. There are no other neaby
planets. Ansther House (the attacking House) launches a devasting attack on Planets C and D.
Planet C's central hex is captured by the attacking House thus cutting the supply lines to planet D.
The defending House also suffers massive territorial losses on Planet D also and decides that it
wants to retreat its units offof the planet Once the "retreat" order is givgn to the JumpShip, the
JumpShip will see that the closest House planet in supply is Planet B. The JumpShip will make
two jumps (from Planet D to Planet C and frorn Planet C to Planet
. Even if Planet B was
captured by another House, the retreating JumpShip will stop at Planet B and now the units the
JumpShip contains may me used to assault Planet B or be moved to another planet since Planet B
is "in supply".
Whenever a JurnpShip is orbiting a planet, units rnay leave the JumpShip to travel to the surface. There is a 5 minute travel time to the surface from the JumpShip. This "drop time" is then added to the movement
time it would take the unit to reach the desired hex. lf a House's JumpShip is orbiting a planet the House
does not control and a Reglment commander for the "assaulting" House has not given an assauft order for this planet, House units on the JumpShip may not travel to the planet's surface.
ComStar lnterdiction
A ComStar Interdiction occurs when one Hsuse has been subjugated by another House. Subjugated is
defined as no longer able to mount a coheront and sustainable offensive to recapture lost territory without
being detrimental to the House community. We don't want players to start leaving a House because it is
constantly losing since House community development is a core goal of the game. A Comstar Interdiction
is handled by the Product Support staf and takes effect during the morning maintenance cycle of the game.
A ComStar Interdiction is designed to restore a House to its initiat settings. When the game is initiatly
started, each House will control planets that are considered its "original planets". All of a House's units are deployed on tho House's original planets when the game is started (initial starting deploy areas). When a Comstar Interdiction occurs, all of a House's original planets are restored to that House and all of the House's units are retumed to their initial starting deploy areas regardless of where they are located in the Inner Sphere during the ComStar Interdiction.
All units not belonging to the House that is being olnterdictedn located on planets that are being returned to the "lnterdicted* House, will return to their initial starting deploy areas. [f the case exists where these
initial starting deploy areas are not in control ofthe House, the units will be sent to closest hex location.
Hex stacking limits are considered in determining the closest hex location.
Multiple Houses can be Interdicted at the same time ifProduct Support deterrnines it is in the best interest
of the game. Most likely though if more than one House is interdicted, all of the Houses will be interdicted
and the entire game will be reset