If you agree with me that speed, armor and armament are the three main advantages a 'mech can have, then to make a balanced construction system you would have to force trade-offs between those advantages. I understand your point, but I think it makes the whole think LESS plausible. It is an abstract concept, gradually adopted to allow for greater overall balance between the extremes and helping those extremes to be plausible.Įdited by Sychodemus, 13 June 2012 - 03:50 PM. Light 'Mech internals are pretty barren without those heat sinks.) (Which is what will happen if there is nothing in the side torso. But for lighter 'Mechs - which will have relatively smaller engines - you want those heat sinks to be available to soak up critical hits, rather than weapons or ammo or to avoid side-to-center torso auto-transfer. From a game design perspective it is like this: For heavier 'Mechs, you want the extra space for other equipment. It is just one of those myriad balancing mechanics. I'm sort new to classic battletech, and I have only the Tech Manual and Total Warfare books, but I find myself while designing a custom 'mech compelled to put a larger engine on it simply to free up heatsink spaces to cram more weapons, while I think it's more logical that a slower 'mech with a smaller engine should be able to have a larger arsenal, as a trade-off for the lack of speed. Sorry to bump this up, but how exactly does it make sense to have a 'mech designed with a larger and more powerful engine and this same 'mech has MORE free internal space than a 'mech with similar engine? I stuck with canon as a source, but in hindsight that was probably silly, especially since once I make a single template, I can recreate all of the 2783 canon BM/IM/LAM sheets in well under an hour. Wish I could figure out a good solution to making new RS's. Mobile structures, buildings, and large naval support vehicles are all a bit too complex for standard RS as well. Try to take a FrankenMech, with different weighted structures per location, with different structure types per location, with patchwork and hardened or ferro-lamellor armor, mixed tech, modular armor, split location items, freezers (Sword and Dragon), etc, and you pretty quickly end up with something that isn't very manageable with the record sheets the way they are now. I know that 25 years ago that was 100% true, but now with computers so much better, there really is no limit at all to what you can do, and most likely pretty easily, given decent programming skills (which aren't very rare these days either). I've seen numerous references to how hard some things are in regards to creating RS. Well the best way would be draw a square around them, mark them as internal, but that, as well as many other record sheet decisions, I suspect were done in order to make them easier to create.
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