If anyone has tried these scenarios, leave a comment or even better a video in the thread as well as any suggestions/improvements you may have!
2
Battletech Scenarios [Beta]
Started by Bill Bullet, Feb 16 2016 06:19 AM
25 replies to this topic
#21
Posted 29 February 2016 - 03:01 PM
#22
Posted 29 February 2016 - 04:43 PM
I like this idea.
Since these are lore roleplay scenarios, you could consider limiting mechs to only be able to:
1)customize armor quantity and coverage, heat sink, ammo, and equipment number and location
2)modules(as limited by scenario, i.e. no air strikes if the enemy controls your spaceport)
3)remove weapons to free up tonnage
However, adding new weapons, changing armor/structure/heat sink type/engine type/engine cap would be extremely limited, since doing so requires extensive customization work. You would be playing stock mechs except allowing for minor tweaks based on the scenario. There can be exceptions to this but the majority of the mechs should be stock or near-stock.
Omnimechs are be able to add weapons and even swap loadouts between consecutive missions.
Since these are lore roleplay scenarios, you could consider limiting mechs to only be able to:
1)customize armor quantity and coverage, heat sink, ammo, and equipment number and location
2)modules(as limited by scenario, i.e. no air strikes if the enemy controls your spaceport)
3)remove weapons to free up tonnage
However, adding new weapons, changing armor/structure/heat sink type/engine type/engine cap would be extremely limited, since doing so requires extensive customization work. You would be playing stock mechs except allowing for minor tweaks based on the scenario. There can be exceptions to this but the majority of the mechs should be stock or near-stock.
Omnimechs are be able to add weapons and even swap loadouts between consecutive missions.
#23
Posted 29 February 2016 - 07:13 PM
You mentioned representing tanks, here are some more ideas for scenario-specific units: Battle Armor. These are meant to be weak, but small and hard to hit, and will heavily outnumber mechs when deployed.
==Infiltrator==
Represented by Locust Pirate's Bane.
Battle Armor:
Infiltrators are power armored infantry. A LCT-PB representing an Infiltrator must take an XL 140 engine, lock its throttle to 30% or less while moving and may not exceed that speed. It has 0 armor value for all components, the structure representing its defenses.
Equipment:
The Infiltrator must take one of each of the following, and no other upgrades of any kind:
Anti-Personnel Weapon Mount: Machine Gun with 1/2 ton of ammo OR Flamer
Stealth Armor: Guardian ECM
DHS x5
(technically the normal weapon for an infiltrator is a grenade launcher, but there's nothing like that in MWO)
==Elemental==
Represented by Mist Lynx.
Battle Armor:
Elementals are power armored jump infantry. An MLX representing an Elemental must lock its throttle to 20% or less while moving and may not exceed that speed. It has 0 armor value for all components, the structure representing its defenses. It must take lower arm and hand actuators. Uses Variant A or D left arm, and Variant B or Prime right arm.
Equipment:
The Elemental must take one of each of the following, and no other upgrades of any kind:
Missile Launcher(Right arm). C-SRM-2(standard guidance) with 1/2 ton of ammo.
Modular Weapon Mount(Right arm): C-Machine Gun with 1/2 ton of ammo OR C-Flamer OR ER Small Laser
Anti-Personnel Weapon Mount(Left arm). C-Machine Gun with 1/2 ton of ammo OR C-Flamer
[locked BAP]
[locked jump jets]
[locked DHS x3]
==Infiltrator==
Represented by Locust Pirate's Bane.
Battle Armor:
Infiltrators are power armored infantry. A LCT-PB representing an Infiltrator must take an XL 140 engine, lock its throttle to 30% or less while moving and may not exceed that speed. It has 0 armor value for all components, the structure representing its defenses.
Equipment:
The Infiltrator must take one of each of the following, and no other upgrades of any kind:
Anti-Personnel Weapon Mount: Machine Gun with 1/2 ton of ammo OR Flamer
Stealth Armor: Guardian ECM
DHS x5
(technically the normal weapon for an infiltrator is a grenade launcher, but there's nothing like that in MWO)
==Elemental==
Represented by Mist Lynx.
Battle Armor:
Elementals are power armored jump infantry. An MLX representing an Elemental must lock its throttle to 20% or less while moving and may not exceed that speed. It has 0 armor value for all components, the structure representing its defenses. It must take lower arm and hand actuators. Uses Variant A or D left arm, and Variant B or Prime right arm.
Equipment:
The Elemental must take one of each of the following, and no other upgrades of any kind:
Missile Launcher(Right arm). C-SRM-2(standard guidance) with 1/2 ton of ammo.
Modular Weapon Mount(Right arm): C-Machine Gun with 1/2 ton of ammo OR C-Flamer OR ER Small Laser
Anti-Personnel Weapon Mount(Left arm). C-Machine Gun with 1/2 ton of ammo OR C-Flamer
[locked BAP]
[locked jump jets]
[locked DHS x3]
Edited by Top Leliel, 29 February 2016 - 07:15 PM.
#24
Posted 29 February 2016 - 07:18 PM
Bill Bullet, on 29 February 2016 - 03:01 PM, said:
If anyone has tried these scenarios, leave a comment or even better a video in the thread as well as any suggestions/improvements you may have!
I would be glad to try these scenarios, but we need to form a group. You should post this thread up on Outreach HPG to get more people, and message me in-game.
Edited by Top Leliel, 29 February 2016 - 07:37 PM.
#25
Posted 09 May 2016 - 11:25 AM
I would be more than happy to try these game modes if anyone else wants to, just add me in-game and send me a message.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users