From: wachter@klaava.Helsinki.FI (Markku Kristian Wachter)
Newsgroups: rec.games.board
Subject: BTECH: Moving, variant rules, designing...
Summary: Could BTECH moving/in general be more realistic ?
Keywords: BTECH
Date: 2 Oct 92 09:39:14 GMT
Organization: University of Helsinki


	Everybody who has designed working house-rules to BTech, please help.
	I started to think how moving/shooting be more realistic in 
	BTech, without being grossly complicate & slow to handle.

	I think it could be possible, but as I don't have time to
	start designing system from scratch, I came up with an idea: 
	How about designing Official-Not-Official Net Variant rules
	for Btech, trying to make game a bit more realistic (*) but not
	too complicated.

	(*) If one can use such a word with this kinda game ...
	    Other goals could be more balanced game where small mechs
	    could have some use in same battle-field with bigger ones.

Like this:

	Thought:
	
		When mechs arm/leg is blown off, warrior throws consiousness
		roll, but damage does _not_ transfer inwards.
		Roll thrown because warrior is connected to mechs 'neural'
		system. Damage not transferred because I don't assume
		mech keeps always it's arms in front of it's torso.

		Favors smaller mechs.


	Other thoughts: 

	Descriptive text (hmm, actually just some thoughts) 
	is after these tables... sorry.

Speed/Moving Table:             (reversed Car Wars ((C) SJG) movement table)

                Moving (Hexes) in phase
Speed           1       2       3       4       5
------------------------------------------------------
1                                               1
2                               1               1
3               1               1               1
4               1               1       1       1
5               1       1       1       1       1
6               1       1       1       1       2
7               1       1       2       1       2
8               2       1       2       1       2
9               2       1       2       2       2
10              2       2       2       2       2
11              2       2       2       2       3
12              2       2       3       2       3
13              3       2       3       2       3
14              3       2       3       3       3
15              3  *    3  *    3  *    3  *    3  *
------------------------------------------------------
(*) Weapons fire.


------------------------------------------------------
Firing Modifiers for Targets Movement:

    Target has       Attacker
  Moved n Hexes       Fires       Firing Modifier
   during turn      After Phase

        0              1-5             none

        1               1               +2
        2               1               +4

        1               2               +1
        2               2               +2
        3               2               +3
        4               2               +4

        1               3              none
        2               3               +1
        3               3               +2
        4               3               +3
        5               3               +3
        6               3               +4

        1               4              none
        2               4               +1
        3               4               +1
        4               4               +2
        5               4               +3
        5               4               +3
        6               4               +3
        7               4               +3
        8               4               +4

        1               5              none
        2               5              none
        3               5               +1
        4               5               +1
        5               5               +2
        6               5               +2
        7               5               +3
        8               5               +3
        9               5               +3
        10              5               +4
------------------------------------------------------



        At start of the turn every player must announce how they're
        going to move (walk, run, jump or stand still) and what is
        their max speed.

      1 Players must calculate how many hexes they have moved in
        particular turn so far in order to find out target moving
        modifier. (more 'normal'-like  game)

      2 Or: players must keep track of how many hexes they have
        moved in last 5 phases, and use normal mods. Usefull also
        if calcutating charge damage normally (eg. how many hexes
        mech has moved in last 10 sec)

        You can spend less movement pts per phase than moving table
        shows. You can say I'm going to walk, max speed 5, and move
        only at 5th phase, but in order to move at all you must have
        announced (at the beginning of turn) that you walk/run/jump
        that turn.


        If entering hex costs more movement pts you have in use / phase,
        you enter that hex after you have paid whole movement cost.
        Ex. if your speed is 3, you enter heavy woods hex after phase 5.
            If your speed is 1, you move that 1 hex after phase 5.
            If your speed is 10, you enter heavy woods hex at phase 2,
            and have 1 pt left for next move: you could turn 60 degr. or
            walk 1 hex at plain hex or spend 1 pt for movement in next
            heavy woods hex.

        
     11 Each weapon may be fired only once per turn.
        Each player may fire weapons only once per turn.

     22 Or: Start to use tics like in those Solaris VII rules:
        multiply weapons heat by 5, heat scale by 5, and make
        heat sinks 5 times more efficient (eg. 1 pt heat / 2 sec))
        After walking you must aim 1 phase in order to get rid
        of that firing penalty. Running: 2 phase, jumping: 3 phase.


        Charge makes damage to target depending on how many hexes
        charger has moved (so far) in turn he/she charges. You can charge at
        any phase you want. Late charges make more damage, but if you're
        fast enough, you can back away after charge if you charge in mid
        of turn. Charger takes target tonnage/10 or chargedamage/2 damage.
        (also look 2)



--------------------------------------------------------------------
Different approach:
        How about calculating firing penalties for targets movement
        so that penalty depends of targets actual speed/hex ?

        Light woods reduces speed to half.
        Heavy woods      ''       to one-third.

        In general hex with some additional features slows your speed
        to  1 / CostForEnteringHex  (ex. uphill+heavy woods = 4 MP,
        speed reduced to 1/4 of normal)

       MPs       Speed          Speed Modifiers

        1       30m / 10s
        2       60m / 10s
        3       90m / 10s       +1      Speed >= 9m/s  -> +1    (20m/phase)
        4      120m / 10s       +1
        5      150m / 10s       +2      Speed >= 15m/s -> +2    (30m/phase)
        6      180m / 10s       +2
        7      210m / 10s       +3      Speed >= 21m/s -> +3    (40m/phase)
        8      240m / 10s       +3
        9      270m / 10s       +3
       10      300m / 10s       +4      Speed >= 30m/s -> +4    (60m/phase)
       etc...

	If your speed is under 30m/phase, it takes over 1 phase to
	move into next hex... How should that be handled without making
	system too complicated ? How should MPs be handled ? Speed's
	not enough for a info, it just determinates how many hexes mech
	can move...

        Now it seems that we could use 10 meter hexes and 2 sec
	rounds. (Should we, why ? If we're designing this system so
	that we could use standard maps (30m hex) it's not a solution.)
	
	Hexes (10m) 
	moved		Penalty

        0-1		none
	2		+1
	3		+2
	4-5		+3
	6->		+4



	Ideas appreciated.
	 
-- 
--------------------------------------------------------------------------------
Army, n. A class of non-producers who defend   | Markku Kristian Wachter
	the nation by devouring everything     | wachter@cc.helsinki.fi
	likely to tempt an enemy to invade.    | Kind of optimist. 
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