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Unloaded Mech Speed


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#1 SouthernCrossAu

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Posted 30 April 2018 - 11:32 AM

Why is that a Fully Loaded Mech will travel the same speed as a non loaded mech?

I Unloaded a King Crab and had the 360 Size engine on it.. it still travels the same speed, also it doesn't seem to have any benefit between fully loaded vs Lightly Loaded mechs.

What am I missing ?

#2 Teenage Mutant Ninja Urbie

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Posted 30 April 2018 - 11:36 AM

for the sake of simplicity, tabletop doesn't have any rules on that; neither does MWO re-calculate those speeds everytime you only run 99 of 100 tons. or shoot off a ton of ammo. or lose an arm. etc.

..and I think it's good that way.

#3 Brody319

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Posted 30 April 2018 - 11:37 AM

View PostSouthernCrossAu, on 30 April 2018 - 11:32 AM, said:

Why is that a Fully Loaded Mech will travel the same speed as a non loaded mech?

I Unloaded a King Crab and had the 360 Size engine on it.. it still travels the same speed, also it doesn't seem to have any benefit between fully loaded vs Lightly Loaded mechs.

What am I missing ?



The weight of your mech doesn't determine speed. Only the engine. You do not gain any benefit for under loading your mech.

#4 El Bandito

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Posted 30 April 2018 - 11:40 AM

Gameplay reasons.

#5 SouthernCrossAu

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Posted 30 April 2018 - 12:52 PM

View PostEl Bandito, on 30 April 2018 - 11:40 AM, said:

Gameplay reasons.


LuL - The only true answer - :-)

#6 Jay Leon Hart

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Posted 30 April 2018 - 01:03 PM

It's easier to have it static based on maximum potential tonnage, than have it re-calculated on the fly based on ammo use, armour destruction, etc?

Can you imagine how much server load this would cause? Can you imagine doing it in TT?

In this instance, gameplay >>> realism.

Edited by Jay Leon Hart, 30 April 2018 - 01:10 PM.


#7 fat4eyes

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Posted 30 April 2018 - 02:16 PM

It depends, is it an African or European unloaded mech?

Spoiler


#8 Sarsaparilla Kid

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Posted 30 April 2018 - 02:23 PM

View Postfat4eyes, on 30 April 2018 - 02:16 PM, said:

It depends, is it an African or European unloaded mech?

Spoiler



My first thought, exactly!

#9 Metus regem

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Posted 30 April 2018 - 02:29 PM

View Postfat4eyes, on 30 April 2018 - 02:16 PM, said:

It depends, is it an African or European unloaded mech?

Spoiler




I would've gone with:

It depends, North American or Japanese unloaded mech?

#10 MechaBattler

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Posted 30 April 2018 - 02:53 PM

I remember asking this way back in the beta days. I think it's just a bridge too far for them to add actively changing speed based on weight. As cool as it would be to go faster as you lose equipment and expend ammo. Or just simply underweight something to move faster.

#11 Exilyth

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Posted 30 April 2018 - 03:10 PM

With TT construction rules, if you dedicate tonage to cargo space, you'll move the same speed loaded and unloaded because the speed only factors in the engine rating required to move a mech using the complete tonnage.

The reason: simplicity.

With heat, ammo, armour and other values being tracked, recalculating the speed based on current tonnage would just add to much. Battle Armour hitching a ride on a mech - how much is the mech slowed down? Under TT rules, not at all. With a more realisic and complicated system - well, when and what did the troopers last eat and when did they last go to the loo? Hamburger and fries at the local McDavion? That'll be 1t per trooper & armour + 300g for the food + 0.2g for the holodisk music player the seargent likes to take into battle, adjusted for local gravity and atmospheric density *pulls out a graphical calculator* *types frenatically* that'll be a new movement value of exactly 3,14... Posted Image


Least used rule in actual TT games is smoke drift because when you accidentally set some piece of wood on fire, you'll have to roll for every hex if the fire spreads, if smoke spreads or dissolves and what direction the smoke drifts in if at all.
That's trivially tracked by a computer (e.g. in megamek) but a game between humans using only dice and their brains will take a lot longer than normal.





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