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1 hour ago, Charles Maxwell said:

I like the worldbuilding idea! Let's play the #1 & #3 combined angles. I think you're right; it'll lend itself well to high drama and rich backstory. I'll follow your lead when our characters meet - if there's anything that Charles should already know about your character at the time that we meet, let me know! You can DM it to me if you want to keep the plot points a surprise until they're revealed to a broader audience.

It sounds like we have pretty compatible availability. I'm game to run the Ceres Metals op whenever you are - if you can just let me know with at least 48 hours' notice, we should be able to coordinate it!

But before we do that, I want to make sure we're actually using the same MegaMek program? I don't see anywhere that the pilot values you mention could be added into the game setup - when I start building my roster for a hosted game, these are the only pilot options I see. Let me know if I'm missing something?

image.thumb.png.b25dcfd2f5decbb5b623c5ad4239e7d4.png

Well, not missing exactly, but if we use PC's I tend to like to add in the Characters special attributes and Edge, that help prevent the "one and done" Mechwarrior lifestyle due to a "quick death". This way they tend to live a little longer to survive to fight another day since we probably all spend time building our PC's, it helps to have them stay alive. Edge gives the mechwarrior a reroll for head caps, failed piloting rolls, ammo explosions, and Pilot KO's. The number of Edge Points a PC has is the number of rerolls you can get. Eventually you run out, so there is still a limit to how far you can push your luck.

So to enable this in Megamek, you first have to go to Game Options which is a button on the top left.

Then you will see this window:

Pilot_Abilities_and_Edge.jpg.61b69eca09b4decb3661871a7b2ae3b6.jpg

I recommend having Pilot Abilities on and Edge on, if you like more then you can perhaps use "Individual Init" etc...

But the Edge from the RP game helps PC's survive the frequent head caps.

Most of the skills from AToW have been added into Megamek as an option.

Hope this helps, ask questions where you need to and I will do my best to answer them.

Edited by Mek_Master
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Hi, @Mek_Master! I'll leave the answering to Charles, but I just wanted to drop in and welcome you. I'm "new" but in the sense that I'm "returning new." I was with this group in its original form

The board file comes in fine, good job! ? The worst case scenario for your mechs and Pilots is that you may need to make them in Megamek and then we can just import the .mul file into MekHQ. We d

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23 hours ago, Mek_Master said:

Well, not missing exactly, but if we use PC's I tend to like to add in the Characters special attributes and Edge, that help prevent the "one and done" Mechwarrior lifestyle due to a "quick death". This way they tend to live a little longer to survive to fight another day since we probably all spend time building our PC's, it helps to have them stay alive. Edge gives the mechwarrior a reroll for head caps, failed piloting rolls, ammo explosions, and Pilot KO's. The number of Edge Points a PC has is the number of rerolls you can get. Eventually you run out, so there is still a limit to how far you can push your luck.

So to enable this in Megamek, you first have to go to Game Options which is a button on the top left.

Then you will see this window:

Pilot_Abilities_and_Edge.jpg.61b69eca09b4decb3661871a7b2ae3b6.jpg

I recommend having Pilot Abilities on and Edge on, if you like more then you can perhaps use "Individual Init" etc...

But the Edge from the RP game helps PC's survive the frequent head caps.

Most of the skills from AToW have been added into Megamek as an option.

Hope this helps, ask questions where you need to and I will do my best to answer them.

Ahhh, I see! Thanks for this explanation. I'll go ahead and set up the MegaMek values for the characters that I control within the Aegis Division folder. I need to pull up BattleTech, the video game, when I do so to pull some information about my pilots from the crew roster there. I should be able to have this information updated by tomorrow evening. How about your guy? Do you have stats and/or a sheet for him?

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9 hours ago, Charles Maxwell said:

Ahhh, I see! Thanks for this explanation. I'll go ahead and set up the MegaMek values for the characters that I control within the Aegis Division folder. I need to pull up BattleTech, the video game, when I do so to pull some information about my pilots from the crew roster there. I should be able to have this information updated by tomorrow evening. How about your guy? Do you have stats and/or a sheet for him?

I do, but I'm not sure if the existing stats are what you are looking for. Dutch is pretty experienced, so I would probably need to tone him down a bit. Do yours so I get an idea of the range Dutch should be in, and I'll work it to that.

Edited by Mek_Master
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6 hours ago, Mek_Master said:

I do, but I'm not sure if the existing stats are what you are looking for. Dutch is pretty experienced, so I would probably need to tone him down a bit. Do yours so I get an idea of the range Dutch should be in, and I'll work it to that.

Add me to the list of people in addition to Schmidt who would like a pilot build!!

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On 2/6/2020 at 11:39 PM, Mek_Master said:

Well, not missing exactly, but if we use PC's I tend to like to add in the Characters special attributes and Edge, that help prevent the "one and done" Mechwarrior lifestyle due to a "quick death". This way they tend to live a little longer to survive to fight another day since we probably all spend time building our PC's, it helps to have them stay alive. Edge gives the mechwarrior a reroll for head caps, failed piloting rolls, ammo explosions, and Pilot KO's. The number of Edge Points a PC has is the number of rerolls you can get. Eventually you run out, so there is still a limit to how far you can push your luck.

So to enable this in Megamek, you first have to go to Game Options which is a button on the top left.

Then you will see this window:

Pilot_Abilities_and_Edge.jpg.61b69eca09b4decb3661871a7b2ae3b6.jpg

I recommend having Pilot Abilities on and Edge on, if you like more then you can perhaps use "Individual Init" etc...

But the Edge from the RP game helps PC's survive the frequent head caps.

Most of the skills from AToW have been added into Megamek as an option.

Hope this helps, ask questions where you need to and I will do my best to answer them.

Hey, @Mek_Master!

So, I turned on the RPG options, but I'm afraid I am not sure how to translate them to the abilities of the pilots in my lance. Might you be able to help me navigate how to map the skills listed in the screenshots attached here to what's in the game options? Once I can do that, I think we'll be all set to get a match on the books.

Also, can you tell me what number values I should enter for 'edge?'

Thank you in advance for your time and consideration!

image.thumb.png.07acd2bda2ed551b92e011766ee5d803.png

 

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SKILLS: Multi-Target, Sure Footing, Breaching Shot

 

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SKILLS: Multi-Target, Bullwark, Coolant Vent

 

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SKILLS: Multi-Target, Sure Footing, Evasive Expert

 

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SKILLS: Sensor Lock, Sure Footing

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23 hours ago, Charles Maxwell said:

Hey, @Mek_Master!

So, I turned on the RPG options, but I'm afraid I am not sure how to translate them to the abilities of the pilots in my lance. Might you be able to help me navigate how to map the skills listed in the screenshots attached here to what's in the game options? Once I can do that, I think we'll be all set to get a match on the books.

Also, can you tell me what number values I should enter for 'edge?'

Thank you in advance for your time and consideration!

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Wow, this is awesome that you have so many PC's in the online Battletech!

So, I hope this is ok to share, but I happen to know a place where you can find a lot of the old BT Books (its not me sharing it so cant point any finger at me) ?:

ftp://york.chatterweb.net.ru/Battletech/

Anyhow, once you have turned on the PC features in Megamek, you then have to go to the pilots of the mechs themselves, by first double clicking on the mech you have selected in megamek, this should bring up a window that looks like this:

Example_Pilots.thumb.jpg.99e43fc7d9969f0152965b96aae78197.jpg

Here you see one of my pilots that Happens to have Jumping Jack. To see what each Pilot ability does, just hover over the skill in this window and it should explain the skill.

For things like edge, which you can find at the bottom of the list of skills in this window, usually edge is something that you spend points on when you build/create your PC. You can determine edge points however you wish since its your campaign... but if you want to flesh out your PC in greater detail, you can read the two BT books called "A Time Of War" from the link shared above under "Core Rulebooks".

These Books help explain how to generate your PC's for the most recent RPG System that accompanies Battletech.

 

 

Edited by Mek_Master
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So I'm a bit late to the conversation but I'll jump in anyways lol.

I too have been running MegaMek with most of the PC abilities, I also like to run it with the design quirks for the 'mechs which gives each one a more distinct feel. You can also customize each 'mech with whatever design quirks you want so it allows completely custom designs while still incorporating the quirk system. There is an absolute ton of options available within MegaMek for customizing stuff and really stacking the deck one way or the other if you wanted to. I've spent several hours pouring through the options and playing around to see how they work and I feel like I've only scratched the surface. Still have no idea how to get the MegaMek HQ thing working to run a campaign but that's for another time.

As for my character Orlex, I made a full RPG character with him using A Time of War rules, with a bit of leeway to make him the way I wanted. That took a very long time for me, but I had to relearn the character creation system since I had never used the AToW system before. In my own case I have been running BeoWulf's Knights with 4 Edge each, though this is an average to low value I believe in the RPG. I put way more points into other skills in my case, if I recall correctly in the RPG you can chose when to use Edge, in MegaMek you can set a limited amount of things that will trigger it but you cannot chose to not use it. For instance if you take a headshot from a small laser, which won't penetrate your armour and cause no real issue (save for a required roll to prevent pilot damage) you automatically use an Edge point with no choice. Minor thing, but may give cause to have a slightly higher Edge value in MegaMek.

As for taking part in a MegaMek battle with everyone live, that would be very cool. Always just ran with multiple clients on my computer to make it work, sometimes used the AI but often ran both sides myself if I needed the enemy to do something specific. I'm in Eastern Time zone as well, but I work shift work so my availability changes. My shifts are steady though so I can usually plan for something with relative ease. I do have a little one on the way though so my availability is probably going to change drastically in the near future.

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On 2/8/2020 at 8:20 PM, Charles Maxwell said:

Hey, @Mek_Master!

So, I turned on the RPG options, but I'm afraid I am not sure how to translate them to the abilities of the pilots in my lance. Might you be able to help me navigate how to map the skills listed in the screenshots attached here to what's in the game options? Once I can do that, I think we'll be all set to get a match on the books.

Also, can you tell me what number values I should enter for 'edge?'

Thank you in advance for your time and consideration!

 

Hey Charles,

So I took a look at what I could find in MegaMek and these are my thoughts on which skills from the BattleTech game translate into which skills in MegaMek

BattleTech Skill - MegaMek equivalent (explanation if applicable)

Gunnery Tree
============
Multi-Target - Multi-Tasker
        (in MegaMek it is always possible to fire at multiple targets, however there is a penalty to hit. Multi-Tasker reduces this penalty by 1)

Breaching Shot - Natural Aptitude, Gunnery
        (The guarded and cover abilities/status in BT is meant to reduce damage/make an enemy harder to hit, the closest thing I could find is the Natural Aptitude, Gunnery in MegaMek. There is nothing that outright reduces damage in MegaMek in the same manner so having an extra roll to give a better chance of hitting is effectively the same thing I think)

General Gunnery Skill Points - Sniper, Gunnery/Energy,Ballistic,Missile, and Weapon Specialist (specific weapon on Mech)
        (Sniper reduces all ranged modifiers by half, which is drastic but the most direct relation to putting points into the Gunnery tree itself. The Gunnery/E,B,M ability gives a -1 to hit on any weapon under the specific type          (Energy,Ballistic, or Missile) and would be a better choice I feel unless the gunnery skill is maxed out. You can chose a specific weapon type or just pick all 3, depending on how limited/realistic you want to keep the PCs. The         Weapon Specialist skill gives a -2 to hit on a specific weapon on the 'mech itself and only that weapon [example, all medium lasers count as the same for this skill but an LRM 5 and LRM 10 are different].)

Piloting Tree
=============
Sure Footing - Natural Aptitude, Piloting     
    (again in MegaMek there is no direct equivalent as the Guarded/Cover/Entrenched system is not used, however the general idea of the Sure Footing perk appears to be to increase evasiveness and reduce stability damage, the extra roll for piloting skills would be similar in MegaMek as it allows a pilot to move faster through unstable terrain (less chance of falling), and makes them potentially more stable if they have to make a piloting roll for damage)

Ace Pilot - Maneuvering Ace and/or Terrain Master (any/all of them)   
    (All combat takes place after movement in MegaMek and there is no way of changing this, however Maneuvering Ace would allow better flexibility with movement by allowing lateral movement as well as even better  control on rough surfaces, terrain master on the other hand essentially increases movement speed by reducing the penalty when moving through specific terrain allow better positioning. It's the closest I could come up with for this one.)

General Piloting Skill Points - Dodge, Melee Specialist, Melee Master, Jumping Jack
    (Dodge allows a pilot to potentially dodge a melee attack [equivalent of melee defense in BattleTech], Melee Specialist increases melee damage and improves chance to hit melee attacks, Melee Master allows 2 melee attacks against a single opponent in the same turn, Jumping Jack reduces penalty to hit for using jump jets. The first 3 abilities are a direct relation to melee focus of the piloting skill tree in BattleTech, while Jumping Jack I feel suits the skill tree though it would probably be a better fit with the Sure Footing perk above.)

Guts Tree
=========
Bulwark - ???         
    (This one I don't really know, there is no system for reducing damage taken on a per unit basis and there is no real way of increasing to hit chances [thereby reducing chance to take damage] within MegaMek other than the regular to hit modifies due to movement inherent to everyone. The "Iron Man", "Pain Resistance", and "Toughness" skills/abilities all reduce damage in some manner but only to the pilot themselves, nothing for the Mech/unit)

Coolant Vent - Hot Dog and Some Like It Hot       
    (There is no way of venting excess heat without specific equipment but these two skills combined would in effect allow for a similar thing, Hot Dog reduces target numbers for heat rolls, meaning if you are hot enough to worry about ammo explosions the target number to be safe is lower thus making it easier to achieve. Likewise, the Some Like It Hot ability removes the first heat penalty against your to hit number meaning you can run hotter before it impacts your aim. Not exactly the same but similar enough I feel.)

General Guts Skill Points - Toughness
    (Toughness is a direct relation to the number of pilot wounds available, same as Guts in BT. Unfortunately there is nothing similar to the heat threshold perks from BT within MegaMek that I know of. The skills mentioned for Coolant Vent above are the closest match.)

Tactics Tree
============
Sensor Lock - Sensor Geek, Eagle's Eyes, and/or Human TRO
    (Again the lack of an evasion system or a means to directly influence to hit numbers for teammates and/or incoming fire means this one is a bit of a stretch. However, if you are running either a double blind game [where you can't see enemies that are not in LoS or sensor range] the Sensor Geek and Eagle's Eyes provide significant bonuses. You would need to run the double blind with "Inclusive Sensor Ranges" to get the full effect. The Human TRO ability gives you an improved critical roll against a specific unit type (Mek, Vehicle, Aerotech, etc.) while not really the same thing it does give an advantage that seems to suit the general idea of the BT perk.)

Master Tactician - Tactical Genius and Bonus Initiative
    (Almost a direct copy, Tactical Genius will allow a reroll of initiative once per turn, but only one Tactical Genius can be used per team. A simple bonus initiative of +1 or +2 would also give a direct copy of the BT perk, but I         feel Tactical Genius is a really good fit with what I feel the intention of the BT perk is. Would probably use both actually)

General Tactics Skill Points - Initiative Bonus, Oblique Attacker, Weathered, Blind Fighter, Cluster Master/Cluster Hitter
    (Initiative Bonus is a straight bonus that fits well with the Tactics tree even if it doesn't actual match what Tactics is used for in BT [I'd try to keep it around +2 max before the Master Tactician bonus above]. Oblique Attacker is a good match for the indirect fire bonus in BT, although it's not as good. It also allows for indirect fire without a spotter which is normally required in MegaMek. Weathered and Blind Fighter are just kind of tossed in here, they sort of fit the general idea of tactics as it reduces penalties for abnormal map events [bad weather and/or darkness] but doesn't have a direct relation to the BT tactics tree. Unfortunately I couldn't find anything about minimum range reductions in MegaMek. Cluster Master/Hitter improves cluster rolls which pairs well with indirect fire, there's also SandBlaster which gives a massive bonus to cluster hits but only when paired with a weapon specialization.)

Edited by Orlex Jaeger
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Oh, wow - thank you, @Orlex Jaegerand @Mek_Master- this is a LOT of awesome information - and the document repository is going to be really helpful as well.

Orlex, I appreciate you taking the time to help come up with maps for the different skills of my characters in BattleTech. I was staring down the barrel of needing to do a lot of mapping and wondering just how long it was going to take me to wrap my head around it all! You rock.

I forgot to mention that I have a mod which also throws quirks at the pilots and their 'Mechs, so I've got those nailed down as well, and I believe that they're from AToW. So I should be able to load in my characters pretty much aligned with everyone else on game day. 

The remaining question I have is - how should we schedule the game? @Mek_Master, it sounds like you have the most experience - would you be willing to host?

@Orlex Jaeger - would you like to get in on this one as one of the NPCs in the Aegis lance or as our backup guy from the Gray Death Legion?

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