

Table Top Mech Lab
#1
Posted 10 June 2015 - 09:46 AM
#2
Posted 10 June 2015 - 09:48 AM
Some people used stock only or GTFO, and sometimes even didn't let players choose WHICH stock mechs you got.
Some people let you do refits, but for time and money.
Some people let you go balls-to-the-walls and customize all the things.
#3
Posted 10 June 2015 - 09:52 AM
Rezn0I2, on 10 June 2015 - 09:46 AM, said:
You could but it was expensive. Its been a long long time but I specifically remember having a rifleman with 4 large lasers, more armor, and additional heat sinks.
#4
Posted 10 June 2015 - 09:54 AM
#5
Posted 10 June 2015 - 09:56 AM
It is really up to the group you are playing with or the game master to decide how crazy you can get with customization.
#6
Posted 10 June 2015 - 09:59 AM
Like 1-10 million C-Bills and a day or so of not being usable.
And potentially an instant effect payable by MC.
Someone else described it very well in another thread:
Lore-wise, modifying a Battlemech is possible, but it is very complicated, etc.
This would properly reflect that they are not Omnimechs that can switch out modules on short notice, but rather solidly designed vehicles that can only be "tinkered" with but are not really modular.
As is stands not, the actually monolithic Battlemechs are way more modular than the actually highly modular Omnimechs, which from my (clanner) perspective is hugely unfair.
Of course such a fair and appropriate mechanism could never be implemented in MWO as 90% of the community would go haywire.
Edited by Paigan, 10 June 2015 - 10:03 AM.
#9
Posted 10 June 2015 - 10:09 AM
Edited by Rezn0I2, 10 June 2015 - 10:13 AM.
#10
Posted 10 June 2015 - 10:10 AM
There were semi-official and official rules for customizing 'Mechs, but it needed time and money, as others have stated, and also came with risk of extra penalties to the unit from imperfect installation or hardware/software conflicts. Some GMs disallowed custom refits entirely, some GMs threw out the penalties, and some GMs ran "Gimme Your Best Shot" nights where people came in with complete, from-the-ground-up custom 'Mechs and all played free-for-all Solaris to earn the Frag King Belt.
People did whatever they liked in the TT game, man. The rules are a guideline there, as they are for every PnP roleplaying game.
#11
Posted 10 June 2015 - 10:13 AM
1453 R, on 10 June 2015 - 10:10 AM, said:
#12
Posted 10 June 2015 - 11:26 AM
#13
Posted 10 June 2015 - 11:38 AM
FupDup, on 10 June 2015 - 09:48 AM, said:
Some people used stock only or GTFO, and sometimes even didn't let players choose WHICH stock mechs you got.
Some people let you do refits, but for time and money.
Some people let you go balls-to-the-walls and customize all the things.
Whenever I played MekHQ campaigns, I always went for a more moderate approach.
I allowed modifying my mechs, but not to the balls to the wall "the only thing that separates chassis is tonnage" approach that you can go.
I imposed rules on myself such that...
- Engines could only be upgraded 3 hexes above or bellow stock
- Endo was only an option on mechs that came with it
- Full DHS was only on mechs that came with it, otherwise I'd be resigned to using "experimental" DHS
- And most importantly, weapon hardpoints
I have two options per chassis-section
Expand or Consolidate
With expanding, I can double the amount of critspace usable for said weapon type-- so 12 crits available to energy, however, as a drawback, you can only have weapons equal to or lesser than the largest mounted weapon of that type. So in my hunchback's case, I could only have up to 12 one crit weapons.
With consolidation, I keep the amount of crits I can use, but make it such that any weapons can be used as long as the final critspace used is equal to the stock critspace. So I could (if I removed tonnage elsewhere) replace the 6 crits of medlas with 2 (3 crit) PPCs.
I found it gave purpose to choosing my mechs carefully :^)
#14
Posted 10 June 2015 - 11:39 AM
Rezn0I2, on 10 June 2015 - 09:46 AM, said:
Dimento Graven, on 10 June 2015 - 10:13 AM, said:
TT has two sets of rules: The BattleMech Construction Rules (which are in the Tech Manual, pp 44-60), and the Customization Rules (which are in Strategic Operations, pp 188-189).
So what's the difference? Well, the BattleMech Construction Rules allow for creation of wholly new BattleMech chassis and chassis variants, whereas the Customization Rules allow for customization of already existing chassis and variants.
The construction rules allow you do do anything; the customization rules are much less forgiving - there are things you just cannot do in the field, or even in a well-stocked mechbay.
Somewhere along the line someone either misunderstood the difference between construction and customization, or just decided it was more fun the more you could customize.
In BT lore, a MechWarrior couldn't do very much customization of the 'mech they owned; the kind of customization we do in MWO between drops were things that would take more time, money, not to mention an army of skilled techs and access to a 'mech factory, that it'd be easier, faster, and cheaper to just switch 'mechs.
Not that 'mechs were generally available for switching, but there's always battlefield salvage, right?

Anyway, for a quick one-off with a few friends and a case of beer, sure the construction rules make sense to use if someone wanted to try something out. For longer campaigns though, the field refit rules are preferable.
One might argue that since what we're doing here is akin to that one-off with a few friends and a case of beer, using the construction rules as our customization rules is fine.
Some may argue that it's a tradition in Mechwarrior games, and they'd have a point.
Personally, I believe it could be just as fun to limit customization to the actual customization rules instead of the construction rules, but I know not everyone shares that opinion.
Edited by stjobe, 10 June 2015 - 11:42 AM.
#15
Posted 10 June 2015 - 11:52 AM
#16
Posted 10 June 2015 - 12:34 PM
So it depends on your perspective. If you just play the board game, construction rules are an integral component, you only need one book for unlimited variation. However, if you are interested in the lore of the Battletech universe and campaign supplements, then construction rules and customization are actually detrimental to campaign play as the FASA designed mechs are far from optimal, and balancing them against each other is an art.
#17
Posted 10 June 2015 - 12:40 PM
Agent 0 Fortune, on 10 June 2015 - 12:34 PM, said:
I think this was a short sighted decision on FASA';s part, as their future marketing strategy was to publish technical readouts, and lore material, all of which is undermined by publishing the construction rules.
...
#18
Posted 10 June 2015 - 12:53 PM
ER large laser could be fitted in a Large Laser slot (Uac 5 in a autocanon 5 arm)
Double heatsink (if you had room) refit
CASEII installed where CASE was.
ETC. But it would take time and money.
OMNI mechs were about what points your character had.
IS pilot custom mech 500+ strip pod space and buy equipment (still cant change base gear)
Clan pilot 0 custom - you take what the Galaxy commander superscribe
100 custom Prime or A or Galaxy commanders choice
+100 adds a letter
600+ you get to design a new one (fill the pod space) based on what technology is available.
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