Battletech (PC) Persistent Campaign Discussion

Discussion in 'BattleTech (Harebrained)' started by MagnusEffect, Jun 4, 2017.

  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    A little early on this, but would like to get people's input. I would like to do something similar to what I'm doing with the Steel Division campaign. I had hoped that this Battletech game would include conventional forces as well as mechs for skirmishes, but we may have to work within our limitations.

    Here's what we know:
    • Skirmishes maximum of 2 players, 4 vs 4 mechs.
    • Preset pilot list, skills, and abilities.
      • Gunnery - For shooting
      • Piloting - for melee
      • Tactics - for LOS distance, sensors, and called shot %
      • Guts - how much heat a pilot can withstand before overheating
    • Can control lance layout and map selection.
    • Player vs Player or Player vs. AI confirmed
    • After-action report has a pretty good breakdown on what was lost/captured:
    Example Player Force: (my first game)
    [​IMG]
    In the above example, no casualties with heavy damage on the Jaeger and Panther.

    OpFor:
    [​IMG]
    All OpFor eliminated with the Atlas captured intact after its pilot died from combat injuries. Excellent salvage opportunity.

    In the above example, the Jaeger and Panther would likely have to be held back from the next mission to complete repairs. However, a player could supplement their active force with the newly captured Atlas.

    General Campaign Rules (WIP):
    • Players start with a predetermined amount of resources (TBA).
    • Players must begin and end a contract with no more than what they can fit on their dropship. Maximum number is a company of (12) mechs using a Union dropship.
    • Only 1 lance may be deployed at a time (due to game limitations)
    • One mission = one lance of mechs. A lance may take only one action per week.
    • Lances are considered "integrated" and "semi-autonomous" meaning that you cannot freely swap out pilots and mechs between lances unless certain conditions are met (such as between contracts or with two lances being in the same location).
    Logistics & Repair Rules WIP):
    • All armor damage is automatically repaired at the end of each mission.
    • Mechs with destroyed sections are removed from combat (RFC) and require one week of repairs.
    • Internal damage Option A: treated the same as armor.
    • Internal damage Option B: treated the same as section destroyed.
    • Weapon damage Option A: individual weapon & ammo supplies are NOT tracked.
    • Weapon damage Option B: individual weapon & ammo supplies are tracked.
    Economy & Salvage Rules (WIP):
    • Salvage rights and availability will depend on the parameters of the contract and facilities available to the player.
      • Offensive contracts will have more liberal salvage rights.
      • Defensive contracts will have better repair facilities.
    • Mechs salvaged fully intact (no missing sections) may always be fitted for combat duty.
    • Mechs salvaged with missing sections but intact CTs may be fitted for combat duty only if appropriate facilities are available to repair them.
    • Surplus salvage may be sold at appropriate facilities before leaving a friendly world.
    • Salvage must be carried off hostile worlds before it can be sold.
    Possible Mission Parameters (WIP):
    • Force Value - could be asymmetrical depending on conditions and difficulty of mission.
    • Map
    • Weather
    • Turn Count Limit - only for appropriate missions
    • Starting Positions (if GM controls OpFor)
    • Targeted Objectives (if GM controls OpFor)
    Other Considerations:
    • Guts skill roll determines how likely a pilot is to panic and flee after receiving internal damage.
    • Guts skill roll to determine if pilot is willing to surrender in the face of impossible odds.
    • Pilot skill roll determines if pilot can stand and move in the same turn after being knocked down.
    • Tactics skill roll to determine force deployment.
     
    Last edited: Jun 6, 2017
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    THREE Starting Player Archtypes:

    Note: Currently you cannot deploy with less than 4 mechs. Hopefully this will change. Until it does, empty slots will be filled with "reservists" using the cheapest stock mech available. Total Force Value includes the value of reservist mechs. This is not the case anymore.

    The Survivor:
    You are the only living member of your previous lance. Was it luck or cowardice that saved you? No one except you can say for sure, but you care little for the opinion of others. Honor matters not if you are dead. In survival there is always the promise of victory; a lesson you will never forget.
    • Total Force Value = 9 million
    • Start with 1 custom mech and three reservists.
    • Start with 1 Leopard dropship (4 mechbays)
    The Apprentice:
    You were a dedicated student in the study of war until your master met their untimely demise. Rumors conflict on whether it was the machinations of a rival or by your own hand. Regardless, you will demand fear and respect in equal measure. What better way than destroying your enemies?
    • Total Force Value = 8.5 million
    • Start with 2 custom mechs and 2 reservists.
    • Start with 1 Leopard dropship (4 mechbays)
    The Scion
    You are the last of your venerable house. The fortunes of war, however, have not been kind to your family. What remains of your fortune you have cobbled together to muster a modest battlemech force. Through conquest, you will see your family rise from the ashes... or die trying.
    • Total Force Value = 8 million
    • Start with 4 custom mechs.
    • Start with 1 Leopard dropship (4 mechbays)
    OpFor Archtypes:

    Reservist Scouts: x4 Locusts
    Reservist Guards: x4 Urbanmechs
    (More to be added later)
     
    Last edited: Apr 8, 2018
  3. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

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    I believe conventional forces are in, just not in this limited beta release.
     
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    I hope so, but how will that work if we are limited to only 4 units per player? Will they be expanding it to say 4 mechs + 4 other units? That would probably be ideal.
     
  5. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

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    not sure if they'll be included in the skirmish mode, I imagine if they are included it'll likely be as support NPC driven vehicles with a cash/weight limitation etc... just like the mechs, but I guess we'll see when it comes to that, I'm pretty sure they'll have them for the campaign though.
     
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    that's what i figured, but for purposes of this conversation i have only been talking about skirmish mode.
     
  7. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

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    yeah, I -hope- they will be included in skirmish, but I can also see how they might not. However they certainly could, I just hope they don't try and give the players direct control. Maybe some kind of command list for general purposes but if players have to turn based control tanks and whatnot as well I imagine it'll get sloggish.
     
  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    why would it be bad if players can control them? 4 vehicles would be easy to manage. conventional forces are far simpler to control than mechs. more options are usually better. if "purists" don't want to fight them, there should be a toggle option to prevent their use.
     
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  9. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

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    if they were limited to 4 sure, but that's not really what I think of when I think combined arms, I suppose we'll just wait and see.
     
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    at what point does it become "combined arms"? nevermind... its a rhetorical question. i think you are way over analyzing what i was saying.

    the point i was making is that players should have the OPTION for a little mix of everything for skirmish, not just single player.
     
  12. Flessar

    Flessar Well Liked Viking

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    Combined arms is usually 1 platoon of infantry, 1 section/platoon of tanks, 1 mech/2 mechs, and if you are rich/well supplied arty/aero space support. Each is the smallest equivalent of their own element, and only one of them is necessary for the title. But if your in a Battalion sized engagement and you've only got 2 tanks and 2 platoons of infantry, youll be hard pressed to find any one consider them a combined arms element and not just unlucky survivors who get to be a HQ guard.
     
  13. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

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    ACP, Bulldog, LRM and SRM carriers, Demolisher, Galleon, Manticore, Mobile HQ, Sabre, Scheck, Scorpion, Striker, Swiftwind, and motorized Thumper artillery units are in the game files. As are a variety of turret deployables. And Argo and Leopard dropships.

    No aerotek or atmospheric fighters, sadly. Or infantry.

    Edit: Correction, the Sabre is the lone aerospace unit.
     
    Last edited: Jun 8, 2017
  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Okay... I was about to let you guys have it with a double dose of snark and about my original statement still being valid, but allow me to start over.

    @Solis: thank you for that. I didn't know we already had a list.

    @Damion & Fless: that's great and all, but it has fuck-all to do with the planning of the campaign. As far as we know at this moment, no vehicles are available FOR SKIRMISH. For purposes of this discussion, lets stay on topic. Pretty please with sugar on top. *eye twitch*
     
  15. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

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    Is fine, I only meant to mention what had been stated, not really theorycraft about the hows and whys.
     
  16. Flessar

    Flessar Well Liked Viking

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    I was just trying to address what I thought was a real question about what is combined arms, as far as the skirmish element goes I don't believe they will be available for a long time if at all. They may be a campaign only asset, which I believe will be a waste of assets.

    Either way, a better break down would come from mega mek, 1 infantry platoon isn't equal to a tank, but roughly 2 are. 1 tank isn't equal to a mech, but 2 roughly are for the purposes of substitution when a mech missing if your not using a flat BV or $Cbill scheme. So 4 infantry platoons for a mech, and 2 tanks for a mech, where as 1 air asset or artillery asset is a temporary stand in as well. As the battle scales up that combined arms has to scale up or become the glorified kitchen guard since it will lose all semblance of effectiveness.

    These substitutions rely on your infantry not replacing a missing assault mech while armed with only anti infantry rifles, they don't replace the roll missing and likely in an assault fight don't add anything either. And for tanks, you hardly need 2 tanks if your taking 2 demolishers/multicores to replace a missing flea, these substitutions are situational dependent as well.

    From real world doctrine the question gets murky gray really fucking quick and id rather not drive off that interpretation cliff tonight.
     
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  17. Lardaltef

    Lardaltef Well Liked Berserker

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    Probably doesn't change a thing but it could end up being a lance (so still 4 mechs) with an attached vehicle element and may have it's on BV rating. Who knows. That setup would be interesting and i want to think that is the routh they are going. At least for campaign. For skirmish i can see it being the setup where a vehicle replaces a mech. Either way it probably does not affect what magnus wants to do.
     
  18. SteelBear

    SteelBear Veteran Dovahbear Viking

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    So do you intend this to be similar to megamek? Obviously it won't be a replacement since megamek has so much to offer. I'm cool with a Borg campaign in Battletech when the function is there.
     
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  19. Damion Sparhawk

    Damion Sparhawk The Missing Link Viking

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    There's also a tab for neutrals in the mission report, not sure what that implies. It'd be cool if they offered a mission editor at some point, but I'm not sure if that's in the works or not XD
     
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  20. Lardaltef

    Lardaltef Well Liked Berserker

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    Stuff that fires on whoever enters range? Could be for missions you have to protect a civilian convoy that is AI controlled. Stuff like that.