Civilian/Industrial Parts Ideas

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AmaroqStarwind
05/22/18 02:14 PM
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I am creating this thread with the intention of organizing various ideas, rules and stat blocks for components, tools, and "weapons" for use on civilian/industrial units, such as WorkMechs and Support Vehicles.

If anybody has ideas, feel free to share them. In the meantime, here are my own contributions to the technology base of the industrial sector:

Semi-Passive Heat Sink:
These thermoelectric radiators are able to be combined with any other heat sink type, but not able to be mounted in the engine, Passive Heat Sinks only occupy a single critical slot and weigh a quarter ton. The downside is that performance absolutely suffers in hot environments (performance in a Desert is reduced by 1 point for every five passive heat sinks or fraction thereof, and by one point for every three heat sinks or fraction thereof), and they also increase heat received from external sources.

Semi-Passive Heat Sinks also cannot be turned off or combined with any stealth technology, but their extremely simple design, they are extremely simple to fabricate and replace.

Finally, Semi-Passive heat sinks can be mounted externally on a mech as if they were a backpack or a gunpod, as opposed to being exclusively internally mounted; external mounting increases their effectiveness by 50%, but also increases their susceptibility to incoming fire and accidental damage (extremely susceptible to critical hits).


Civilian Gyro:
Built cheaper and smaller, Civilian Gyros only occupy a two critical slots versus four and weigh 25% less than as a standard gyro (and the initial gyro calculation uses quarter-ton rounding), and are far cheaper to construct and maintain.

The downsides are that all piloting rolls involving physical attacks (giving or receiving) are made on a 3d6, subtracting the highest die, and the gyro has a tendency to stall on any unmodified piloting roll of 2, resulting in a temporary equivalent to Gyro destruction (lasting 1d6 turns). Finally, the Civilian Gyro can only withstand a single critical hit before it is destroyed, and it cannot be made into an Armored Component.

Civilian Gyros can be mounted in multiples, as long as the arrangement is symmetrical; it is not uncommon for a mech to possess two or more civilian gyros, with one in each side torso and the rest in the center torso.


Cellular Volatile Payload Containment System:
Essentially a cheaper and less advanced version of CASE, it weighs the same and can be mounted in any location, but it occupies additional space (plus one slot for every four tons of protected volatile material, or fraction thereof), can actually be destroyed by critical hits (thankfully this doesn't cause an explosion), and requires a 2d6 roll every time it needs to be used.

On an unmodified result of 3 or less, it fails to contain the explosion, unless it was previously damaged (a single critical hit), in which case that increases by 2 for each destroyed space that it occupies. A second critical hit will destroy the component entirey. Furthermore, any failure to contain an explosion will damage the topmost undamaged critical space occupied by the equipment.

In a worst-case scenario, at least it is good for soaking up critical hits.


Industrial Jump Jet:
Designed for use on units equipped with Internal Combustion Engines or Fuel Cells, the Industrial Jump Jet is quite simply a version of the disposable BattleMech Jump Pack, except it can be mounted internally and can be refueled.

Construction rules and fuel usage are the same as for Standard Jump Jets and BattleMech Jump Packs respectively, and the system can also operate underwater, in conjunction with a Partial Wing, or both. Each nozzle comes with an equivalent weight of fuel. Additional fuel tanks, separate from nozzles, do not occupy critical spaces.


Industrial Composite Internal Structure:
Aside from critical hit rolls receiving a +2 bonus, and the internal skeleton occupying one fourth as many critical spaces as Endo Steel (rounded up), the Industrial Composite Internal Structure is virtually identical to its military spec counterpart (weighing 5% the mech's tonnage at the expense of receiving twice as much inflicted damahe), and it even comes with environmental sealing. This is achieved through a revolutionary new manufacturing technique, referred to by its inventors as "Industrial-scale three-dimensional printing", which makes it only somewhat more expensive than a regular IndustrialMech skeleton.

VibroDrill and Arc VibroDrill (WorkMech)
Descriptions coming soon.

Industrial Laser:
Description coming soon.

Civilian Electronic Defense Suite:
Description coming soon.

Industrial MASC:
Description coming soon.

Hybrid Internal Combustion Engine:
Description coming soon.

Fire-Suppression Missiles (LRM)
Description coming soon.

Concussion Missiles (SRM)
Description coming soon.

Fire Control Limiter (any missile launcher)
Designed to increase precision for demolitions tasks, civil defense, and law enforcement, along with minimizing collateral damage and drain on resources whilst also discouraging the civilian insurrection that would normally occur when an unsatisfied workforce has military firepower in reach. Originally designed for unenhanced Inner Sphere LRM and SRM launchers, this modification has started to appear on missile launchers of every make.
- Multiplies the Ammo Per Ton based on the number of launch tubes, but divides the salvo size by the same number. An LRM-5 would only fire one missile at a time, but could stretch its ammunition supply five times as long. Same occurs with the ATM-3, SRM-6 and MML-12, able to stretch their ammunition supplies 3 times, 6 times or 12 times as long at the expense of only firing one missile at a time.
- Since only one missile is fired at a time, multiple launchers of the same basic type can share a single ammunition regardless of their size, even an LRM-10 and an MML-3.
- The Fire Control Limiter effects all compatible missile launchers when equipped, and occupies a single critical space per launcher, but does not need to be mounted in the same location and only weighs a half-ton regardless of the number of launchers equipped.
- On civilian WorkMechs and Support Vehicles (but not on BattleMechs or Combat Vehicles), the Fire Control Limiter cannot be turned off under any circumstances, but it also does not occupy additional critical slots or add significant weignt, being built-in to the launcher.
- On BattleMechs and Combat Vehicles, turning the system On or Off can only be declared during the beginning phase of the turn, and doesn't take effect until the End Phase of the turn. A minimum of one full turn must be spent with the system turned On before it can be switched Off, but no such restriction occurs with turning it back on.
- When firing only a single missile at a time, the launcher receives a –1 target modifier, and if using guided missiles and/or a targeting computer, is able to make Aimed Shots. This is the only instance in which missile launchers can use targeting computers.
- For ATM, iATM and MML systems, it can fire a single missile up to X times per turn (each shot requiring its own To-Hit roll and suffering a cumulative +1 target modifier), with X being equal to its normal salvo size without the limiter divided by 3 (rounded down). For SRMs, X is equal to its normal salvo size divided by 2, and with LRMs, ELRMs and MRMs, X is equal to its normal salvo size divided by 5 (rounded down).
- Streak launchers and Artemis systems are compatible, but they don't provide much benefit.
- Torpedoes and Mortars are compatible, but the latter is not available in civilian form.
- Using this system, one-shot weapons like the Rocket Launcher can be configured to fire down to a single rocket at a time.

Reduced Yield Chroma-Luminescent Missiles (aka fireworks)
Description coming soon.

Riot Control Munitions (MG, GAU, LB-X)
Description coming soon.

Reinforced Secondary Manipulators:
Description coming soon.

SmartBeam Safety Override system:
The experimental SmartBeam system is designed for police forces and security firms. By producing multiple low-power beams across different wavelengths and spectra, and picking up the reflected beams with a special sensor, the weapon can avoid firing a full power beam when it doesn't hit its target, minimizing civilian casualtie, friendly fire and collateral damage, while also making it good for training exercises, warning shots, emergency signals, demolitions work, and even lightshows in an arena.

The equipped weapon (lasers only) will occupy an additional critical slot and increase the weapon's weight an additional 10% (rounded up to the next quarter ton), and it's cost and battle value by 40%

In addition, the weapon will produce an additional point of heat on a successful hit, suffer a +1 to-hit modifier, and whenever fired will reduce target modifiers from smoke and poor lighting against the firer by one point for the remainder of that turn.

However, missed shots will also only produce one point of heat, and will cause no damage to anything that they do happen to hit. Furthermore, penalties from Aimed Shots, firing at Night/Dusk, into Smoke, or against moving targets/without a working TTS are each reduced by 1 poInt. Deliberate warning shots will also only produce one point of heat and require no gunnery roll.

As an add-on system, the SmartBeam Safety Override can be added to any Laser weapon, excluding the Laser Anti-Missile System, and Target Acquisition Gear. When combined with Chemical Laser, the Smart Beam system is also able to reduce ammunition consumption.
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Edited by AmaroqStarwind (05/22/18 11:22 PM)
ghostrider
05/22/18 05:28 PM
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The passive sinks sound a lot like the air cooled VW engines of old. Same with motorcycles as well. I would think they would be more susceptible to damage if this is the case. It would also stand that being internally mounted, they would struggle to do any cooling, as it is implied the inside of a mechs torso runs hot from everything in use, especially the engine.

Industrial Gyro might be better named as something else, like civillian gyros. Industrial makes it sound like the heavy duty, top of the line things. This comes from trying to get parts for vehicles in present time.

The industrial jump jets. Can they hover? Also, are they used to allow the unit to lift more then it's weight, ie forklift unit trying to get crates to a higher level in a warehouse. I don't really see much use of the partial wings, due to the fact the unit will probably not be moving much using the jets.

The fire control limiter. Is that added onto mechs after they are made? Or is that like the battle computer for any civillian mechs? Idea of a civillian mech being used to remove tree stumps with the missile launchers. (Yes, dynamite would be better, as would c4.)
If built in, I would suggest they only have one tube period. There is no need for say a 20 pack on a non battlemech.
This may well be something for flamers on these types of mechs as well. Forest fire control concept.

The CVPCS. Would that be allowed to save the unit from a fuel critical hit? Say ICE run unit?

One suggestion to possibly add. Better amps that maybe run too hot for dedicated combat vehicles. Need real coolant to run, so ICE would require real sinks to keep it cooled. Though the TSM would do great for the musculator, but I was thinking more of any thing like mining lasers, or some such thing. Environmental suit might be needed concept.
AmaroqStarwind
05/22/18 06:25 PM
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1. Yeah, Industrial Jump Jets can hover. Also, a WorkMech with a fuel cell and a partial wing could benefit from reduced jump fuel consumption as well as improved overall cooling.

2. I have also taken your suggestions regarding the Semi-Passive Heat Sinks and Civilian Gyro.

3. The Fire Control Limiter is (usually) add-on system, sort of like Artemis. However, it is also (usually) specifically designed so that it can't be disabled on civilian units without disabling the launcher entirely, with police units more often than not being the only exception. Custom single-tube launchers for civilian use might also exist, but that sounds like it would be a separate weapon altogether. For example, a Civilian LRM-5 would only have a single launch-tube, but be designed to load and fire up to five missiles in a single "salvo". I could represent this by making the system not add any weight or critical slots on civilian units, at the expense of not being able to be turned off.

4. I have yet to come up with rules for Concussion Missiles or for Demolitions-grade Fireworks. If you could help out, I'd appreciate it. I am also going to try coming up with rules and fluff for some of your other suggestions.

5. Yeah, CVPCS can protect from fuel hits, which in fact happens to be its intended function.
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Edited by AmaroqStarwind (05/22/18 11:23 PM)
ghostrider
05/22/18 11:09 PM
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The concussion missiles might be a larger form of the flash-bang grenade. Larger area of effect. Or so comes to mind at this point. Might even suggest gas with it, or have a gas missile like the ones the riot police use as well. Larger area.

Reduced Yield Chroma-Luminescent Missiles (aka fireworks). Is this the demolitions-grade fireworks?
If so, maybe use it like the dynamite example, but putting on a show for the crowds, much like the implosions of the casinos in Las Vegas. Maybe even have them do the sparkle effects when used. Would laugh my butt off if they used it to take out a bridge with the enemy on it. Sparkles as the enemy dies.

The limiter might be a good thing as an add on. So the only time you would have it, is when you were going to use it, negating the need to turn it on or off. It would run until unhooked.. well shut off and unhooked.
Curious on why you would need a volley like that? Then again, you run into issues with missiles going astray in normal missile packs.
Would it be like a rapid fire grenade launcher using missiles instead?
AmaroqStarwind
05/22/18 11:19 PM
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Quote:
The concussion missiles might be a larger form of the flash-bang grenade. Larger area of effect. Or so comes to mind at this point. Might even suggest gas with it, or have a gas missile like the ones the riot police use as well. Larger area.


They are for demolitions, primarily. What I had in mind: the detonation produces almost entirely kinetic energy, making it effective at weakening structures and physically knocking mechs/vehicles around, but not really causing much damage to anything with military-grade armor. I do suppose they could instead work as oversized flashbangs, though.

Quote:
Reduced Yield Chroma-Luminescent Missiles (aka fireworks). Is this the demolitions-grade fireworks?
If so, maybe use it like the dynamite example, but putting on a show for the crowds, much like the implosions of the casinos in Las Vegas. Maybe even have them do the sparkle effects when used. Would laugh my butt off if they used it to take out a bridge with the enemy on it. Sparkles as the enemy dies.


I originally imagined these years ago for a Solaris-themed BattleTech roleplay, but I could never really find a place for them in anything serious and they weren't a big enough deal to warrant their own thread. I suppose the practical reason for making a demolitions-grade missile into a firework as well is to basically let people know from a distance that controlled demolitions are happening, and not an assault.

Quote:
The limiter might be a good thing as an add on. So the only time you would have it, is when you were going to use it, negating the need to turn it on or off. It would run until unhooked.. well shut off and unhooked.
Curious on why you would need a volley like that? Then again, you run into issues with missiles going astray in normal missile packs.
Would it be like a rapid fire grenade launcher using missiles instead?


That's basically the idea.
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ghostrider
05/23/18 10:32 PM
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The fireworks might be used in vibromines in areas people don't normally pay attention to. Do damage to a unit, as well as send up the fireworks, telling all, something is there. Though this would not be a missile...


The concussion missile. So far, the only alternative idea for it, comes up with using sonic concepts, and that is hard to even begin to describe.
The other idea, would be use a shaped charge to force the blast out causing additional force, with it detonating in air, not on contact. Honestly, an HE or even fragmentation missile would be a better thing to use.

The limiter might just be easier to use a grenade launcher to do the same thing. Larger grenades, but still the same basic thing. Or may be a rapid fire mech mortar.
AmaroqStarwind
05/24/18 03:21 PM
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The rapid fire thing was really just a thing that could feasibly be done with a normal missile launcher by only firing one tube at a time, but the fire control limiter is originally not supposed to allow rapid fire to begin with (that was just a gameplay incentive/counterbalance for use on military units), and in general to be cheaper to install a single limiter than replacing every launcher on a mech at once.

The primary function is just preventing launchers from firing more than one missile at a time. Also, with actual grenades or eith mech mortars, the lack of precision only has the effect of making it more dangerous to use.
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AmaroqStarwind
05/30/18 05:10 PM
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Could somebody help me come up with rules and descriptions for VibroDrills and the Civilian Electronic Defense Suite?

Industrial Mining Lasers, though, I'm thinking that they would basically be a heavier/bulkier and less accurate version of a standard laser (Range and Mass of Pulse Laser, Critical Spaces and Accuracy Penalty of Heavy Laser), but would also be Heat-Inducing weapons. Damage-wise, they would be the same as a Pulse Laser of the same size, but with the damage reduction rules of using a Rifle, and being specifically designed for drilling through rock and ores, would ignore the damage-reducing qualities of Reflective and Ferro Lamellar armor.

The Large would thus do 9 damage against BAR 5, BAR 8, Impact Resistant and Reactive armor, but 6 damage against all other types of armor (including Reflective and Ferro-Lamellar). The Medium would do 7 against BAR 5, BAR 8, Impact Resistant and Reactive armor, but 4 against all other types of armor, and the Small would do 5 against BAR 5, BAR 8 Impact Resistant and Reactive Armor, but only 2 damage against all other armor types.

Finally, they would run on recharging internal capacitors, which would be partly why they're so bulky and heavy, but it would mean that they could be used on mechs or vehicles using Fuel Cells and Internal Combustion Engines without requiring separate amplifiers.

Industrial Amplifiers... still need to figure out rules for that. Environment Suits, meanwhile, I'm sure those already exist in BattleTech rules somewhere...
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ghostrider
05/30/18 09:32 PM
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Would think the mining lasers would be very short ranged, and possible wide beam. Take out more earth and not worry about more then a few meters in front of the mining unit. Damage wise, I couldn't even begin to say anything.

There are environmental suits in existence, but upgrading them with new tech would be a good idea. Armored versions, powered exoskeleton, the Harjel version would be awesome to those that work in areas that tend to damage suits, like repairs in areas blown out into the hazardous conditions.

The amps. Might figure large bulky ones that make more power, but very susceptible to damage, ie any damage causes them to pop. Yeah, that might be good to have a spring loaded case to avoid bumps or jarring motions to avoid having them pop. Maybe have them run so hot, 2 sinks are needed to cool it. Produce .2 per ton, over the .1 currently used. Emps destroy them, though not sure about ppcs. I would figure arc welding would be one of the things they might want to do with it. ICE's without a generator would not provide power for this.
ghostrider
05/30/18 09:46 PM
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Think the vibrodrill would need to know how well normal drills work then possible double or triple it, but also restrict it so you can not use them in any sort of drilling that is flames out or explodes like oil, natural gas and the like. Maybe allow it to drill into vaults and such with less likely hood of breaking and reduced time, ie spec ops situations. But with all vibro equipment, have it make the low hum, possibly alerting security. Had to do two ideas with this as I wasn't sure if you wanted personal or large drills.

The civillian defense suite may be a room designed to foil any sort of listening devices, much like the black room in the DC. Illegal for anyone to have, but we know the rich and powerful would have it anyways. Maybe make it less effective then then the military, but better then other things out there.
AmaroqStarwind
05/31/18 01:47 AM
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I was imagining the civilian electronic defense suite to be like a much crappier version of various electronic warfare systems (ECM, Active Probe, C3, etc) for Police use.

The VibroDrills and Arc VibroDrills are WorkMech-sized, though.
Restricting Arc VibroDrills from being used on combustibles would definitely make sense, but regular VibroDrills might or might not have the same issue.

Hybrid Internal Combustion Engines... Very simple concept; combine an Internal Combustion Engine and an Electric Engine (such as a Fuel Cell and/or Storage Battery). The rules could reflect that somehow, combining the strengths of both but having a major downside in cost and increased technology rating, as well as no Military spec versions existing right away.

I would love to maybe get Cray's opinion on some of this stuff. He might even have some awesome ideas of his own.
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ghostrider
05/31/18 02:17 AM
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To be honest, I am slightly surprised no one else has really chimed in.
Not sure if Cray can suggest much as he may be in a contract not to work against the company. I do not know this, but am saying it as he has been support in the past.

The vibrodrill was not suggesting an arc version of it, just that a rapid movement around flamable things might cause a spark as it should have some movement that may cause the spark. The question with this is how big do you think the drill will be? Something to make a subway or underground freeway? Or just a meter or two around?

The defense suite for police.. A mobile HQ set up? Maybe one or two less hexes with a bonus to the enemies roll to counter it? Maybe smaller, like a normal delivery van? I would think they have it, but it might be interesting to see the stats on it. Good for mechwarrior games.

One thing about the novels and missile racks. I have seen a few times where the novels said the gunner fired off one srm, to see where it was going, then started firing off the rest. Never really seen anything other then ammo count to suggest this couldn't be done. Don't know if they did something in the updates since BMR.
AmaroqStarwind
05/31/18 03:24 AM
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Quote:
To be honest, I am slightly surprised no one else has really chimed in.
Not sure if Cray can suggest much as he may be in a contract not to work against the company. I do not know this, but am saying it as he has been support in the past.


He could always consider it a form of player feedback :P

Quote:
The vibrodrill was not suggesting an arc version of it, just that a rapid movement around flamable things might cause a spark as it should have some movement that may cause the spark. The question with this is how big do you think the drill will be? Something to make a subway or underground freeway? Or just a meter or two around?


The latter; a meter or two. Basically the size of a normal WorkMech drill, except a lot more advanced. Still extremely impractical for combat, though.
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AmaroqStarwind
06/01/18 12:05 PM
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Military-spec Internal Skeleton
For some inexplicable reason, this WorkMech was built on a BattleMech's frame, or alternatively, you could view it as a BattleMech in a WorkMech's clothing.

WorkMechs and Support Vehicles using military grade structural components are very rare, but not quite as rare as you would expect (take a look at the twentieth and twenty-first centuries), due quite simply to the availability of surplus hardware, and the hasty conversion of production lines in those extremely rare times of peace.

Use the same construction rules for BattleMechs and Combat Vehicles when allocating tonnage (and if applicable, critical spaces) for the Internal Skeleton, and if the unit is a WorkMech, give it Environmental Sealing for free. Additionally, remove the +2 bonus to received Critical Hit rolls. For all other intents and purposes, the unit is still a WorkMech/Support Vehicle.

Increase the Battle Value and Technology Rating to reflect the increased build quality, and increase the cost in C-Bills overtime to reflect a dwindling supply of surplus hardware. The availability of this internal skeleton option will reduce drastically during time of war.

Note: Due to technically violating the construction rules, any unit which picks this option will receive the Illegal Design and Non-standard Parts design quirks. Fluff-wise, though, it makes sense.


Hybrid Internal Combustion Engine
A Hybrid Internal Combustion Engine combines the strengths of both the tried and true Internal Combustion Engine, and the sophisticated Electric Engine, boasting increased fuel efficiency and reduced weight, along with the ability for a unit to move at Cruise MP on solely electric power without using fossil fuels, or to keep going on electric power once it runs out of said fossil fuels. The downsides, however, are increased cost, increased Technology Rating, and being classified as Experimental Technology. Additionally, the extent to which weight and fuel consumption are reduced will also vary based on Technology Rating and the type of electric engine chosen. Also at this time, military-grade versions are not yet known to exist.

The Clans and the Inner Sphere both independently started developing engines such as this at around the same time, and there have also been numerous other attempts to create these in human history. They have very rarely caught on, though, for a whole slew of reasons.


Hydrogen Internal Combustion Engine
A special internal combustion engine designed to run interchangeably on fossil fuel and pure hydrogen. For Construction Rules, treat it as an Internal Combustion Engine with an increased Technology Rating, Battle Value and C-Bill cost, plus a single weight-free Heat Sink of you choosing as if it were a Fuel Cell. For gameplay purposes, it functions indistinguishably from a Fuel Cell or an Internal Combustion Engine based on which type of fuel you are using at that time. A mech or vehicle carrying this type of engine may use Extended Fuel Tanks and Extended Fuel Cells interchangeably. Hydrogen Internal Combustion Engines can also be made into Hybrid Internal Combustion Engine.
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ghostrider
06/04/18 06:10 PM
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Had a thought in the air cooled sink. I would suggest it can not be added to a unit with jets, as this would be considered an additional thing to the unit. That would unbalance it for jumps, like cargo netting.

The cheaper case might be better off being used just for the control area, as any explosion would probably gut the unit into uselessness, so just protecting the pilot is needed. Much like the full head ejection unit for mechs. Only this one is armored against internal issues. This might avoid having to have multiple units if the unit uses explosives on top of fuel that goes boom as well.
AmaroqStarwind
06/04/18 06:49 PM
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Hmm. I'll think on that.

In the meantime, how much range would you think a Police ECM or Scientific Active Probe would have, and/or how much do you think those would weigh? Also, do you think Police units should get a version of the C3 computer?

I'm going to see what I haven't written fluff and stats for yet, and try to make descriptions.

As for new stuff, maybe a ThermoElectric Evaporator Plate would be a cool industrial armor option. It would be like the opposite of Stealth Armor, combined with using what are basically vehicular/mech-sized sweat glands. Doesn't provide much protection, occupies critical spaces, and lights you up like a christmas tree on thermal sensors, but works really well for keeping civilian vehicles and workmechs cool in very demanding and low-humidity environments. Also means that wind would actually cool the mech off slightly, regardless of temperature. One downside, though, is that you would need some way of replenishing the water supply as quickly as you expend it, or at the very least have a way to store a lot of it.
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ghostrider
06/04/18 10:34 PM
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So the plates would be a version of an evaporative cooler?
One negative is not being able to use it in areas were electricity is being used, ie some welders.
But it would help in digging trenches and such. Though there are some heavy equipment out there with air conditioning on them now. Expensive, but there.
Side note. This might be even better if you use it for cutting concrete. The 'dirty' water could be used to keep the dust down.

I don't know why your idea couldn't be a CIC/HQ van set up like the police have now. Suggest keeping it to like 2 hexes for ecm. The probe might be a little more range. The C3 set up would just be normal radios, not something that will allow blind fire, though smoke rounds or knock out gas from a mortar might be spotted with it.
On further thought, maybe make it around the unit and each hex around it, maybe go 2 out.
The probes could well be expensive drones, flying or tracked, to be sent into the more dangerous areas. This could have military roots and even lead to a remote sensor unit.
Even make it look like a mail box or fire hydrant.
AmaroqStarwind
06/05/18 03:15 PM
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Makes sense, I suppose.

Sorry, most of my experience is with single units, specifically mechs, so having CIC vans and small UAVs is something I'm not used to. It takes a while for me to weigh the pros and cons.
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ghostrider
06/06/18 02:08 PM
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An idea for weakening the structure of things came up.
Use an upgraded sonic stunner for the basis. Increase the power so it can affect things, but in order to remove it from combat so to speak is make it be required to remain focused on the 'target' for multiple turns in a row, so anything moving would not be able to be done, even the 1/2 movement units.

If you wanted something for crowd control, like the limiter looks to be, I would suggest a quad mech with cargo room for a squad of police officers with srms/or what ever, to avoid needing to limit the fire rate of something like the limiter.
Also, make and advanced, or more powerful stunner to affect a larger area, and mount it on the mech, like a gunners turret in choppers. Maybe have it affect a full mech sized hex, instead of the little area the hand held ones do.
This is not the same as the structure weakening one.

The idea for the hybrid movement system for units, especially vehicles should have been done before. Technically, the fuel cell is along these lines, but it doesn't fire up an ICE to recharge it's power source. But this goes back to the bs about vehicles getting to powerful. I mean a small engine moving the large mobile platforms just can't be allowed.
Like the fact of the shielding being needed for fusion engines, to stop the radiation from the fusion engine leaking, yet it supposedly doesn't have radiation.
The improved amps should allow such a system to work. The submarines should show this. Granted, the batteries might be big and bulky, but should work.
AmaroqStarwind
06/07/18 01:40 PM
13.84.155.127

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It doesn't matter how powerful vehicles and infantry get, mechs will always be the king of the battlefield, because mechs are awesome and players like awesome.

But in the Industrial Sector, you can have Support Vehicles that are just as capable as WorkMechs without any problems, because they're still not designed for combat. Even if a civilian hovercraft could use Endo Steel, non-inflated XL Engines, and Double Heat Sinks, it's still gonna get completely trashed by a Combat Vehicle or a surprisingly well-armed WorkMech if it ever happens to run into one. And that is also why a lot of the unique equipment being designed in this thread is going to have some severe drawback which renders it unsuitable for combat use. Civilian Gyros for instance are smaller and lighter, but far more fragile, and they tend to stall whenever you try to do any tricky combat-related piloting as a result of their less cheaper design and construction.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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ghostrider
06/13/18 03:12 PM
66.74.61.223

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I would think using a modular system like an omni pod in civilian construction units would be an idea.
Shovels, lift equipment, bulldozer and such all on one vehicle, but change out the piece so you don't have to lug around 7 different tools at 5 or 6 tons apiece. You are going to cut trees, having the bulldozer attachment might not be needed. This would make the unit lighter, and possibly more fuel efficient.

Ideas for mobile workshops comes to mind as well. Smelters, and lumbermills stand out at the moment. Allow you to harvest resources while on the move. I know they have dropships that do this, but something a bit smaller might be in order. Making building some secret bases even easier. Also, in some cases, the dropship can not stay with them.

I would say a 3d printer for a joke, but it is something that is available at this time. I would imagine they could have a very nice sized one in the future. Building printers, not the trinket ones.
AmaroqStarwind
06/15/18 01:34 AM
108.255.82.176

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The 3D printing part was actually my joke behind the cheaper Composite Internal Structure.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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ghostrider
06/15/18 03:02 PM
66.74.61.223

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Another idea came up, though it does have military value.
Better building materials. Stronger, possibly lighter, but costs more as it is just being put out.
I was thinking increasing the protection values of the building using it, like add another 50 points at the top end.
Also, drop the penetration factor in the lighter building. Like -1 or -2 points to a minimum of 1 point.

Add another point or two to the piloting rolls of any unit trying to move into the building as well as lower the chance of fire.
If you want, add 10 tons to any mech that lands on top of it before collapse. (yeah more for military)

Another thing that should happen, is better fuel efficiency for things that don't carry around armor and weapons. Granted, this is a part of the universe most don't deal with. Economy is automatic. Maybe even just say units under 5 tons using ICE only, for a restriction.
AmaroqStarwind
12/30/19 05:58 PM
8.6.112.65

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Mother of Kerensky, has it really been over a year since I last updated this? A lot of these things need update, and stravag, all those typos!

- Very yes on the fuel efficiency thing for civilian stuff.
- Civilian omni-units sound very practical too, and I can very well see Industrial QuadVees being a thing, and/or Industrial HoverMechs. (Think an LAM, but hovercraft instead of aerospace.)
- I would like to make some rules for "open air" cockpits. They wouldn't be truly open-air, but they would provide only marginal protection from the elements and industrial hazards, in exchange for being very lightweight and low-cost.
- I'm also reconsidering my rules for industrial mining lasers. More on those later.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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Edited by AmaroqStarwind (12/30/19 07:41 PM)
AmaroqStarwind
12/27/22 01:01 PM
104.28.202.77

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Another thread necro. I promise I didn't forget about this!
ghostrider
12/28/22 01:08 PM
45.51.181.83

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Normal heavy equipment, like tractors and such are partially omni set ups now. You can change out parts as needed, and if you have them.
Backhoes, can have the shovel, as normal, but also have compactors as well as claws and such that can be changed. Some of the buckets in the front can be changed out as well. Forklift forks are a good example of replacement parts for a bucket.

But you would know this, as you used it to dug this thread out of the grave.

An add on for your hover unit. Might make it to it can hover higher then normal hovercraft, so it could be like a 'window washing' rig. This would allow a stable platform for things like working under bridges, and not needing all the lanyards to keep the workers safe, as well as allowing heavy things like beams to be safely maneuvered.

Example of open air cockpits could well be some of the tractors having an enclosed operators seat, Some are pretty well 'sealed' as to keep out dust and such. My ex neighbor had AC on his tractor, so working in the heat wasn't so bad. Maybe considered it like a normal mech cockpit, but a light version. Such as only 1 or 2 points of armor, and will not protect against certain things, like temps over 150 or under -30. This will allow some work in harsher environments, that protection suits are required, but with far greater work capacity.

Let us know if you still want more suggestions.
AmaroqStarwind
12/28/22 04:17 PM
104.28.202.77

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Yeah, I specifically want some help figuring out how mining lasers should work, and what should make them different from their weapons-grade counterparts. For a very long time, I struggled with this particular one.

Once we get some hard stats figured out for different components, we could maybe cook up some example IndustrialMech designs.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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AmaroqStarwind
12/29/22 12:19 AM
104.28.202.78

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“Alright, Stevens, we just finished checking the survey team's samples. Mass spectrometer shows greater than sixty percent germanium by weight. Warm up those lasers and get her cracked open.” The mechlaborer flips a few switches in the vacuum-sealed cockpit, and listens to the hum as the single bulky mining laser on the machine's shoulder comes to life. It's an ugly thing, more tool than weapon, with a set of bulky heat sinks protruding along its entire length, and a thick cable routed off its back to the mech's generator. A red dot, projected by a cheap visible-light laser clamped to the mining tool's barrel, appears on the comet's surface. It is quickly drowned out by the infrared glow as Stevens pulls the trigger, dumping hundreds of megajoules of heat into the ice and bringing the heatsink vanes to a dull glow. In less than a second, it bursts, propelling a boulder several meters across free of the surface, ready to be collected and melted down.
— Story by Kat Fennec

Mining Laser: For extracting valuable resources from stellar bodies, such as mineral-rich asteroids and digermane-filled comets (H6Ge2, or D6Ge2 for its deuterated counterpart). Uses wider optics than on a combat laser, and operates primarily in the Infrared or Terahertz spectra.

Tech: Inner Sphere
Damage: 1 (plus 2 heat)
Heat: 4
Range: 3/5/7 (vacuum), 2/4/6 (in-atmosphere)
Minimum Range: None
Mass: 0.75 Tons
+1 to-hit penalty when trying to use as a weapon.

Tech: Clan
Damage: 2 (plus 3 heat)
Heat: 4
Range: 4/7/10 (vacuum), 3/5/7 (in-atmosphere)
Minimum Range: None
Mass: 0.75 Tons
+1 to-hit penalty when trying to use as a weapon.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

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ghostrider
12/29/22 04:35 PM
45.51.181.83

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Honestly, the mining lasers should be extremely short ranged. A battle hex is 30 meters. I don't see why you would need more then even 60 meters when mining. I would also think having something like a cool down timer on it, so you could only use it for like 1 shot every 5 or so rounds. Maybe have a chance to burn out the unit if used more often then the safety protocols suggest.
I know power supplies aren't part of the game, but there should be a high power requirement. Maybe even add in the heavy lasers penalty if used as a weapon.
The to hit penalty should be much higher, as the unit would be set up to have an extended time on a stationary target. Having a moving unit would be completely counter to this concept. This does not mean someone won't be able to overcome these issues, but for the base model, it should be difficult to use in combat.

I would think it should weigh a lot more, so the damage verses weight would have people only using this as a last resort, IE nothing else to use in combat.

The wide optics could help keep the range down as it would 'scatter' the beam so only close range would be effective. Maybe limit the focusing mechanism to prevent the longer ranges.
Yes, this does have issues trying to use it on asteroids you are not clamped or landed on.
AmaroqStarwind
12/29/22 05:18 PM
104.28.234.78

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Probably should get a playtest first. But I'll keep your feedback in mind! (It is also worth noting that the range will be worse in-atmosphere than in-vacuum.)
• Increase weight to 1.5 tons
• Halve the range bracket to 1/2/3
• +3 to-hit penalty

Feels like over-nerfing, but I feel like we'll find the sweetspot eventually. Maybe Cray can provide some feedback.

Unrelated to the stats, what do you think of the short fluff paragraph my sister wrote?


Edited by AmaroqStarwind (12/29/22 05:27 PM)
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