From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: Re: BTECH: Optional Rules Version 2.1
Organization: The Ohio State University
Date: Tue, 6 Oct 1992 13:42:11 GMT

In article <2316@cix.cict.fr> dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes
:
>In article <1992Sep27.222247.1218@ccsvax.sfasu.edu>,
>z_copeab@ccsvax.sfasu.edu writes:
>> Optional Rules for BattleTech             version 2.1
>>
>> Weapons:
>> (1) Autocannon: First, if the AC is mounted on a wheeled, tracked, or naval
>> vehicle flip the ranges of the AC/2 and AC/20, and then of the AC/5
>and AC/10.
>
>   What's the reason behind this discrimination ?

In general, as the size of the gun increases the gun's range will increase.

>> Next, take 3 tons off the weight of all ACs.

This one I don't know about.

>> (3) Energy Weapons: Every time an energy weapon fires, it drains
>>available power
>> from the powerplant. The power drained equals (damage+heat) of the weapon(s)
>> Subtract this number from the old engine rating to give the new engine
>rating.  [ ... ]
>  Let's go for another round of computation nightmare. BT is fairly easy
>to play. Let's keep it that way. Or, if you want to increase realism,
>try to improve the armor rules.

I agree with you here, I do not see where the gain in "realism" is worth this
extra computation.

>> (4) Fractional Ammo Lots: ammunition for any weapon system may be bought in
>> fractional lots. For example, LRM-20 ammo could be bought in .25 ton lots, i
>> desired. However, *each* ammo supply takes up a critical space, regardless o
>> weight. Also, it is recommended that the fractional lots be kept in 1/4 or 
>> 1/10 multiples, to keep recordkeeping from being a nightmare. Simply 
>> multiply the fractional lot desired by the full capacity, and drop fractions 
>>this is the ammo capacity of that ammo lot.
>
>  Yeah, why not. But why do .25 tons of ammo require the same space as
>1 ton ? Just wondering.

If there is a restriction in the number of weapons that can feed out of a 
single crit. slot, I could see the 1 ammo = crit slot. Otherwise, why not let 
1/2 ton of ammo take up 1/2 crit slot. It would be a complication to the 
"construction" rules, but after the 'Mech is designed, it would not complicate 
play.

>> (5) Single Shot Missile Launchers: Ignore ammo weight (generally, the
>weight of
>> the ammo isn't any more than the loading mechanism, which isn't
>needed). Since
>> the ammo is stored in the weapon, no critical space is needed for the ammo.

I do like this(but I suguested this to him.)

>> (6) Multiple weapons and multiple targets: A mech pilot may only fire
>> at one target per phase. Also, he may only fire one weapon system (defined a
>> any single weapon or group of like weapons) without a penalty. For example,
>> a mech can fire 4 MGs at no penalty, but firing 2 MGs and 2 SRM-2s would 
>> cause a penalty. Each additional weapon system fired is -1 to the roll, 
>> cumlative.
>
>  This doesn't account for the various targeting computers. Why do you
>think they are installed? Just to cope with multiple weapon fire.

Also,(as I understand the game design) it is assumed to be a roling 
fire(weapons firing at different times durring the round) instead of alll
weapons firing at the end of the round("I just fired all my weapon, now I must 
wait 10 seconds before I can fire again" ;)) The effects of the fire are 
applied at the end of the round due to "game design". This is a level of 
reality that I can live with in the game.

>> Design
>> (1) Gyroscopes: Gyroscopes have their weight rounded to the nearest 0.1 ton.
>> For example, a 305 rated engine has a 3.1 ton gyroscope.
>
>  This is not a bad idea. At least, round to the nearest half-ton or
>quarter-ton, since this is the rule for other components.

I also agree, this change would only effect the "mech design, but add no 
further complexity to the way the game plays.

>> (6) Armor: Vehicles must allocate armor to their underside. For ground
>> vehicles, it will mainly be used againt mines. VTOLs, however, may have 
>> their underside armor shot at by ground forces. Armor may be bought in
>> fractional lots like ammo.
>
>  OK. But then again, you must also consider top armor, in such a case.

Or, you could consider the underside(& top) armor as being a part of the
frount/sides/rear(/turret) armor. Otherwise, what about the armor on top & 
bottom of a 'Mech(like a Golliath).

>> (7) Amphibious: Wheeled and tracked vehicles may be made amphibious. The
>> necessary gear takes up 5% of the vehicle's tonnage, and the vehicle may not
>> weigh more than 20 tons. Amphibious speed is 1, unless cruise speed is 10+,
>> in which case amphibious speed is 2. The vehicle's amphibious speed is its
>> maximum speed, but for purposes of heat buildup, treat as cruise speed.
>> Amphibious vehicles may enter any depth of water, but may swamp.
>[still working
>> on simple, but useable, swamping rules]
>
>  I'd say that amphibious units may only enter depth 1 water hexes.
>'Phibs are not subs.

I assumed that he ment that the Amphibous vehicles would be treated like 
surface naval units when in water(no matter what the depth, they are at level 
0). If they are on water which is deeper the level-1, they would have a chance 
of swamping.

I like the basic idea of Amphib. vehicles, though I think that the swamping 
rules would not be needed. the Amphib is(by the proposed rules) going to be 
penalized tonnage, why not assume that in the 31c.they cna design an amphib. 
that does not swamp?

-
-- 
If the price that I must pay to obtain my *  Robert E. Day/Syr Otto von    *
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