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Question Regarding Movement - "Missing" Speed Options


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Poll: Missing speeds (34 member(s) have cast votes)

Should we...

  1. Leave the speed choices as they are. (11 votes [32.35%])

    Percentage of vote: 32.35%

  2. Add the "gaps" in between speeds. (7 votes [20.59%])

    Percentage of vote: 20.59%

  3. Have engine sizes be scaleable by increments of 5 like MW3. (15 votes [44.12%])

    Percentage of vote: 44.12%

  4. Other? (1 votes [2.94%])

    Percentage of vote: 2.94%

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#1 Zakatak

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Posted 25 May 2012 - 04:43 PM

I have played 6 Mechwarrior games and read a few books, but I haven't played the boardgame sadly. Being that this game is based off the TT, I have to ask...

The way I see it, TT has "speeds", that when translated into real numbers, look like this:
  • 32.4kph (Annihiliator, Urbie)
  • 54.0kph (Atlas, Awesome)
  • 64.8kph (Catapult, Marauder)
  • 86.4kph (Timber Wolf, Bushwacker)
  • 97.2kph (Grand Dragon, Shadow Cat)
  • 118.8kph (Jenner, Mist Lynx)
  • 129.6kph (Cicada, Ice Ferret)
  • 151.2kph (Hermes)
  • 162.0kph (Fire Moth)
These are given simple number values of how many hexes they move per turn I believe. However, something confuses me. The "speeds" are generally increments of 10.8kph, but there are some gaps where it increments at twice that (21.6kph).

These speeds seem... missing.
  • 43.2kph
  • 75.6kph
  • 108.0kph
  • 140.4kph
Why is that? 75.6kph would be a great speed for a lot of heavy designs I have planned, and 108.0kph would be nice for alot of lights, 43.2kph being useful for a lot of heavy hitting assaults. Why are there gaps twice as great as the others in some areas?

Edited by Zakatak, 25 May 2012 - 04:45 PM.


#2 eZZip

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Posted 25 May 2012 - 04:49 PM

If engine sizes can be changed (as I believe the devs have stated), then there isn't any reason to force the TT values. Those ones were necessary for a board game, but they make no sense for a game like this.

Edited by eZZip, 25 May 2012 - 04:50 PM.


#3 Solis Obscuri

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Posted 25 May 2012 - 04:51 PM

2/3
3/5
4/6
5/8
6/9
7/11
8/12

Yeah, the 5/8 and 7/11 movement rates get a really nice boost between walking and running, I've never quite understood why.

#4 Black Sunder

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Posted 25 May 2012 - 04:53 PM

Because to get running speed you take walking and divide it by 2 and round up. then to get the actual number you multiply by 10.8.

#5 Yeach

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Posted 25 May 2012 - 04:54 PM

Hopefully the dev will answer the question.
http://mwomercs.com/...247#entry266247

#6 Project Dark Fox

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Posted 25 May 2012 - 04:55 PM

In MechWarrior 3, those speeds (like with 5/8 Movement Points) got rounded down some. For instance, our lovable Bushwacker's speed wasn't 86.4, but became 81.0 instead. Just use the Walking MP/kph of the chassis and multiply by 1.5. (10.8 kph per MP)

#7 Zakatak

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Posted 25 May 2012 - 05:00 PM

I see.

I am in support of Walking MP's being increasable by half points.

#8 TunaR

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Posted 25 May 2012 - 05:00 PM

This actually brings up another point... since speed is measured in kph, why the hell do we switch back to Kerensky-damned Imperial units for measuring the weight of our mechs!?

#9 Zakatak

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Posted 25 May 2012 - 05:02 PM

View PostTunaR, on 25 May 2012 - 05:00 PM, said:

This actually brings up another point... since speed is measured in kph, why the hell do we switch back to Kerensky-damned Imperial units for measuring the weight of our mechs!?


1 ton = 1000kg
1kg = 2.204lbs
wat

#10 Dragon Lady

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Posted 25 May 2012 - 05:02 PM

View PostZakatak, on 25 May 2012 - 04:43 PM, said:

I have played 6 Mechwarrior games and read a few books, but I haven't played the boardgame sadly. Being that this game is based off the TT, I have to ask...

The way I see it, TT has "speeds", that when translated into real numbers, look like this:
  • 32.4kph (Annihiliator, Urbie)
  • 54.0kph (Atlas, Awesome)
  • 64.8kph (Catapult, Marauder)
  • 86.4kph (Timber Wolf, Bushwacker)
  • 97.2kph (Grand Dragon, Shadow Cat)
  • 118.8kph (Jenner, Mist Lynx)
  • 129.6kph (Cicada, Ice Ferret)
  • 151.2kph (Hermes)
  • 162.0kph (Fire Moth)
These are given simple number values of how many hexes they move per turn I believe. However, something confuses me. The "speeds" are generally increments of 10.8kph, but there are some gaps where it increments at twice that (21.6kph).


These speeds seem... missing.
  • 43.2kph
  • 75.6kph
  • 108.0kph
  • 140.4kph
Why is that? 75.6kph would be a great speed for a lot of heavy designs I have planned, and 108.0kph would be nice for alot of lights, 43.2kph being useful for a lot of heavy hitting assaults. Why are there gaps twice as great as the others in some areas?



It has to do with the Tabletop rules.

Your engine's rating (and thus its weight) is based upon the 'Mech's walking speed. So if you have a 40 ton 'Mech with a walking speed of 5 MPs, you would have a engine rated 200.

Your 'Mech's top speed, that is its running speed, is 50% greater than it's walking speed, rounded up. The above 'Mech would have a running speed of 8 MPs, since 5/2 = 2.5, which rounds up to 3. Which is why you see speeds jump by 21.6 kph every so often.

The game's 30 meter hexes, and IIRC 10 second turn, translates to 1MP = 10.8 kph, which is why 'Mechs top speed don't translate to whole numbers.

#11 Yeach

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Posted 25 May 2012 - 05:03 PM

View PostTunaR, on 25 May 2012 - 05:00 PM, said:

This actually brings up another point... since speed is measured in kph, why the hell do we switch back to Kerensky-damned Imperial units for measuring the weight of our mechs!?


Maybe they are supposed to be tonnes but were changed to ton for simplicity.
1000 kg = 1 tonnes or 1 metric ton

Edited by Yeach, 25 May 2012 - 05:04 PM.


#12 Dragon Lady

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Posted 25 May 2012 - 05:04 PM

View PostTunaR, on 25 May 2012 - 05:00 PM, said:

This actually brings up another point... since speed is measured in kph, why the hell do we switch back to Kerensky-damned Imperial units for measuring the weight of our mechs!?


Our 'Mechs weight is measured in metric tons, not imperial tons.

an imperial ton = 2000 lbs.
a metric ton = 1000 kg, which is IIRC about 2200 lbs.

#13 White Yonder

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Posted 25 May 2012 - 05:06 PM

View PostTunaR, on 25 May 2012 - 05:00 PM, said:

This actually brings up another point... since speed is measured in kph, why the hell do we switch back to Kerensky-damned Imperial units for measuring the weight of our mechs!?

There is the metric Tonne, but this was probably just an oversight. (Or spelling error)

(Metric: Tonne, Imperial: Ton)

Edited by White Yonder, 25 May 2012 - 05:08 PM.


#14 Ian

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Posted 25 May 2012 - 05:13 PM

There really isnt any reason the Devs couldn't design the game so you could put any engine in any mech and get whatever speed that worked out to. But then if they do that mechs with run speeds that rounded up would get the extra bit cut off.

I'm game for either way.

#15 Randalf Yorgen

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Posted 25 May 2012 - 05:24 PM

you had to factor in how far the target unit moved and HOW you moved when calculating your hit number. If you had speeds of 6/9/6 then you could walk 6, run 9 and jump 6. going uphill might cost you two move points so if it was 4 hexes to the top it might cost you 8 move points meaning that you had to run to get to the top and had to add the appropriate modifier to yiur ti hit number if you were going to shoot. Also had to add two heat as running builds heat.Without dropping the compendium, the merc hand book, and the rules of warfare on you to read it's rather hard to explain how it used to work. But I'll tell you, it sure was fun and I really kind of miss rolling the dice with friends and seeing what happened.

#16 Project Dark Fox

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Posted 25 May 2012 - 05:28 PM

View PostIan, on 25 May 2012 - 05:13 PM, said:

There really isnt any reason the Devs couldn't design the game so you could put any engine in any mech and get whatever speed that worked out to. But then if they do that mechs with run speeds that rounded up would get the extra bit cut off.

I'm game for either way.

I'm okay with this, honestly... keeps all the gaps out. :)

#17 eZZip

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Posted 26 May 2012 - 07:36 PM

View PostIan, on 25 May 2012 - 05:13 PM, said:

There really isnt any reason the Devs couldn't design the game so you could put any engine in any mech and get whatever speed that worked out to. But then if they do that mechs with run speeds that rounded up would get the extra bit cut off.
If the speeds was rounded in the first place, I don't see the problem with putting some accuracy back into those numbers.

#18 Th3Q

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Posted 26 May 2012 - 07:49 PM

View PostRandalf Yorgen, on 25 May 2012 - 05:24 PM, said:

you had to factor in how far the target unit moved and HOW you moved when calculating your hit number. If you had speeds of 6/9/6 then you could walk 6, run 9 and jump 6. going uphill might cost you two move points so if it was 4 hexes to the top it might cost you 8 move points meaning that you had to run to get to the top and had to add the appropriate modifier to yiur ti hit number if you were going to shoot. Also had to add two heat as running builds heat.Without dropping the compendium, the merc hand book, and the rules of warfare on you to read it's rather hard to explain how it used to work. But I'll tell you, it sure was fun and I really kind of miss rolling the dice with friends and seeing what happened.



amen on rollin the dice

#19 TKG

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Posted 26 May 2012 - 08:06 PM

this, is a matter of being retentive and little else. it's battletech it does not need to be specific down to the last decimal games of that caliber tend not to last. I might add, that this on tabletop and in RPG format is where your GM should come in anyway.





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