Hit the Deck, on 08 June 2016 - 10:52 AM, said:
Well, BT or the TT game doesn't really translate well into a "competitive e-sport". A turn-based isometric squad based game on the other hand....
TT straight, no.
TT plus lore, realizing that Battletech openly states that the board game is a "Summarized Abstraction of events where each turn is 10 seconds."
Given that a specified time is given, plus lore, plus we know that an AC/20 delivers a total of 20 damage -- which includes Aiming, Firing, Heating/Cooling and Reloading... and that "Some" AC/20s (not getting into any other kind yet) can fire at double the rate at an extreme risk of jamming permanently... and that AC/20 is a
loose classification of weapon intended to deliver approximately (as in some variants fall short and some exceed) 20 damage under normal conditions or approximately 40 damage under high stress conditions, with variant calibers ranging from 80mm to 203mm, and that the single example of a 203mm (U)AC/20 fires twice in standard mode to get "slightly less than the full rating of damage" meaning it falls short of 20 damage in exchange for that heavy front load of damage delivery. Meanwhile some of the smaller, more DPS oriented variants can exceed their stated damage classification provided you can hit with all of its fire. AC/20s, like all ACs, have a range of over 2 kilometers, however due to recoil, movement factors of both the user and the target and other factors a more realistic expected accurate range for the typical pilot is approximately 270 meters (again another variable depending on the weapon variant and mech itself).
That's scarcely even a complete list of information on just one weapon system.
My point is that there is a LOT to extrapolate to create a Battletech experience in real time.
And notice, up to 40 damage in 10 seconds for AC/20, UAC/20 and LB-20X.
Not 60 in 8 seconds like MWO unquirked AC/20, not 100 like quirked AC/20, not 120 like Clan UAC/20.
Already no need for double armor and double structure+Quirks or "deal with alpha strikes"; it's already dealt with because damage is over time as it was always meant to be.
Tabletop by itself suffers horrendous Pinpoint FLD per weapon. PP FLD that even the Tech Manual expressly states ONLY exists to expedite the ease of simulation information processing. In other words as a mercy to dice rollers so that a 10 second move doesn't take an hour to resolve.
Competitive E-sport? Pretty low priority; but even that can be done provided good balance and good incomparable choices (prefer this version of a weapon which isn't readily available for use all the time but hits hard when it is... or this weapon which can fire any time with no down time, but is heavily DPS oriented).