Unless your players are all Accountants that just love bean counting, I would use something similar to what I do in my campain.
First, assuming your unit pays for techs or have tech skill themseleves, all normal repairs (even on custom mechs) is assumed to be successfull given enough time to make the repairs.
Using the mech cost rules and a few other sources we I have come up with a "generic" cost for all items. (when its says tonage * X cost, use 60 tons.. the "average" weight of a mech)
16 points of internal structor per ton, 16 points of armor per ton.
Next, if a section is destroyed, all equipment w/in that section is destroyed. If a weapon takes a critical hit, it is destroyed and must be replaced. Gyros, engines can be patched up if they have the appropriate repair kits. (i think 50k c-bills per 1 patch each)
all weapons, ammo and actuators are to be considered "generic" as there are no sub types that will only fit X mech.
The only time to use repair time constraints is if you are running a serise of battles back to back with limited time between. Then use the scavanaging and repairs from above or the section in the battletech compendeimum.
For customizations, use your common since. Swaping a med laser for 2 smalls or a heat sink is fairly easy. changing movement points by swaping engine, adding jump jets, and completly reconfiguring armor and weapons... will take years My theory is if they have the parts, they can do most anything given enough time. Just the more complex changes will take a very long time to accomplish.
Just remember, if the paperwork starts to interfere with the game, its time to cut back on it some If your players love to keep track of all the accounting and tracking down aparts and keeping the unit running is just as exciting to them as the actual battles, by all means pile it on.
Dester
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