Greyslayer
Major
Reged: 05/11/01
Posts: 1481
Loc: Queensland, Australia
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Re: Repairs?
03/09/08 04:07 PM (216.14.198.51)
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Do you have a "No roll" method for Gunnery and Piloting as well?
Why not? Those are also Skill dependent tasks.
You obviously don't read what is required in this subject. While it is all well and good to roll for every little thing the person wanted to know ways to either speed up or limit paper-work and the gm having to view rolls constantly when repairs and salvage are involved.
What I suggested was a simple way to change the ratio of the time spent preparing, repairing for a fight to actual fighting. A simple spreadsheet can calculate the requirements of time and c-bills (or house bills if that floats your boat) for the repairs, everyone has a copy of what is happening and the game smoothly flows on from there.
This was only a suggested method for the question raised hence the direct response to the original question. It does not account for refitting a mech, customisation or new loadout designs as I am not a big fan of customs hence I make changes very difficult.
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What you have come up with looks good but its a Suppliment to the rolls in time and costs, but NOT as a replacement for the rolls.
I fail to see how something that completely removes the need to roll for repairs as being 'supplemental' to the repairing process. If you want to play the game for the hours of paperwork and rolling right up to what would be comparitively a short fight then go for it. For those who do not want to role-play every aspect of the game then they need to look for strategies that minimise time wastage, especially in the example of what happened in our mercenary contracts where each player had a unit and each competed for time from the GM.
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The Engineering Skills are involved doing a new design or even in anything that will affect the load out of a Mech or Vehicle.
The Technician / Mechanic Skills are involved in anything that actually happens, even down to the simple tasks like changing out a power cable
Which is great if you are either playing Mechwarrior 2 and 3 RPG rules but not if you are playing a more basic level using Maximum Tech without the character archtypes from those broken RPG sets.
Customisation, the changing of loadouts etc, again is a subset of the main question, that being Repairs. Customisation and salvage would be much better explained depending on the system they use and the end result the GM wants. Max Tech and subsequent Rule Books had general rules on salvaging mechs from the basic 10+ you can salvage anything to being able to repair a destroyed location on a 10+ (though make that a once-off roll rather than the often cheesey use a Green, then a Reg etc). Customisation was, while extensively discussed in Max Tech, not defined to the level many GMs would be happy to run with.
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