• 24 years later...

    From Roger Bell_West@21:1/5 to Peter Hamilton on Wed Nov 2 15:22:51 2016
    On 2016-11-02, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    More or less, anyway. Not a lot of posts these days but I pop in here
    every now and then to keep the cobwebs down. After all, some day we
    will throw open the vaults and the giant death machines will rise
    again...

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

    --- SoupGate-Win32 v1.05
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  • From Peter Hamilton@21:1/5 to All on Wed Nov 2 15:16:03 2016
    And R.G.M is still here. Woop woop.

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  • From Alexander Williams@21:1/5 to Peter Hamilton on Thu Nov 3 23:04:51 2016
    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    For extra irony, some of the folks who were here "back in the day" still monitor any updates or activity in the group.

    I'm not sure what that says about me, but obviously true. Because here I am.

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  • From Devillin@21:1/5 to Peter Hamilton on Thu Nov 3 11:26:05 2016
    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    Not that anyone uses it any more. :-(

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  • From Rick Pikul/Chakat Firepaw@21:1/5 to Alexander Williams on Sat Nov 5 08:22:21 2016
    On Thu, 03 Nov 2016 23:04:51 -0600, Alexander Williams wrote:

    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton
    wrote:
    And R.G.M is still here. Woop woop.

    For extra irony, some of the folks who were here "back in the day" still monitor any updates or activity in the group.

    I'm not sure what that says about me, but obviously true. Because here I
    am.

    It says that there is at least one group still worth reading for you.
    Once you are actually reading one group, keeping an eye on others is
    nearly free so you may as well do it.

    I'm down to three groups worth firing up the newsreader for, two of which
    are in their final death throes and the third of which is creeping
    towards being nothing but an ongoing flamewar against one person, (at
    least they're on-topic flamewars).

    --
    Chakat Firepaw - Inventor and Scientist (mad)

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  • From Jonathan Schattke@21:1/5 to Peter Hamilton on Sun Nov 6 08:38:12 2016
    On Wednesday, November 2, 2016 at 10:16:04 AM UTC-5, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    For values of "still here" where no activity in months qualifies.

    But at least it is not full of SPAM

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  • From Camille the Undying@21:1/5 to Peter Hamilton on Sun Nov 20 20:41:38 2016
    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    I am Camille's complete lack of surprise.

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  • From Roger Bell_West@21:1/5 to Jonathan Schattke on Sun Nov 6 08:51:04 2016
    On 2016-11-06, Jonathan Schattke wrote:
    On Wednesday, November 2, 2016 at 10:16:04 AM UTC-5, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.
    For values of "still here" where no activity in months qualifies.
    But at least it is not full of SPAM

    Er, yes, that's because it's still moderated.

    Tim Skirvin stepped down a few years back but I'm still here.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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  • From Alexander Williams@21:1/5 to Camille the Undying on Mon Nov 21 12:49:36 2016
    On Sunday, November 20, 2016 at 3:41:39 PM UTC-5, Camille the Undying wrote:
    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    I am Camille's complete lack of surprise.

    Some things are mandated by the implications of universal constant.

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  • From David Damerell@21:1/5 to All on Mon Nov 21 23:11:30 2016
    Quoting Camille the Undying <camille.klein@gmail.com>:
    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton wrote: >>And R.G.M is still here. Woop woop.
    I am Camille's complete lack of surprise.

    We may yet see the insect planet rise again.
    --
    David Damerell <damerell@chiark.greenend.org.uk> flcl?
    Today is First Sunday, November - a weekend.
    Tomorrow will be Second Monday, November.

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  • From bwc.demongirl@gmail.com@21:1/5 to Peter Hamilton on Sun Sep 10 22:29:48 2017
    On Wednesday, November 2, 2016 at 11:16:04 AM UTC-4, Peter Hamilton wrote:
    And R.G.M is still here. Woop woop.

    Damn, it's been 24 years?

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  • From Alexander Williams@21:1/5 to All on Mon Sep 11 16:46:42 2017
    Some of the games it was inspired by are currently experiencing a Renaissance of their own. It's an interesting time to be alive for both gamers of all kinds and those with a specific interest in giant robots.

    That means us.

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  • From Devillin@21:1/5 to Alexander Williams on Wed Sep 20 15:06:46 2017
    On Monday, September 11, 2017 at 11:46:43 AM UTC-4, Alexander Williams wrote:
    Some of the games it was inspired by are currently experiencing a Renaissance of their own. It's an interesting time to be alive for both gamers of all kinds and those with a specific interest in giant robots.

    That means us.

    Yeah. It has been a little wild to see both the rebirth of games like Battletech, and the newer games coming out in the same genre.

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  • From David Damerell@21:1/5 to All on Fri Sep 22 23:02:17 2017
    Quoting Devillin <devillin@hotmail.com>:
    Yeah. It has been a little wild to see both the rebirth of games like >Battletech,

    What, again? I haven't really been keeping track; last I looked I thought Wizkids had kind of dug it out of the Dark Ages nonsense and put out essentially the same old Battletech, but I've got that (I did pick up
    their master rulebook, admittedly) and besides, I'm more and more fed up
    with initiative-and-alternate-moves since it so often comes down to an initiative-rolling contest.
    --
    David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
    Today is Wednesday, September.
    Tomorrow will be Thursday, September.

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  • From Roger Bell_West@21:1/5 to David Damerell on Fri Sep 22 23:07:18 2017
    On 2017-09-23, David Damerell wrote:
    Quoting Devillin <devillin@hotmail.com>:
    Yeah. It has been a little wild to see both the rebirth of games like >>Battletech,
    What, again? I haven't really been keeping track; last I looked I thought >Wizkids had kind of dug it out of the Dark Ages nonsense and put out >essentially the same old Battletech, but I've got that (I did pick up
    their master rulebook, admittedly) and besides, I'm more and more fed up
    with initiative-and-alternate-moves since it so often comes down to an >initiative-rolling contest.

    As far as I can see, Catalyst (the current licencees for the
    boardgame) are trying to get away from Same Old Battletech and more
    towards what I think is now called Alpha Strike - which had its
    origins in the Battleforce system. Obviously they have to be subtle
    about this so as not to annoy the cranky old men who've stuck with BT
    since the 1980s, but that seems to be the way they're going.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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  • From David Damerell@21:1/5 to All on Sat Sep 23 15:05:50 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    On 2017-09-23, David Damerell wrote:
    their master rulebook, admittedly) and besides, I'm more and more fed up >>with initiative-and-alternate-moves since it so often comes down to an >>initiative-rolling contest.
    As far as I can see, Catalyst (the current licencees for the
    boardgame) are trying to get away from Same Old Battletech and more
    towards what I think is now called Alpha Strike - which had its
    origins in the Battleforce system.

    That sounds encouraging (roll-and-move isn't so bad with large unit counts permitted by a streamlined combat system), but I also read the conga line problem is worse than ever. If only someone else had another variant set
    of Battletech rules. :-)
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    Clown shoes. I hope that doesn't bother you.
    Today is Thursday, September.
    Tomorrow will be Friday, September.

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  • From Jonathan Schattke@21:1/5 to David Damerell on Sat Sep 23 14:56:42 2017
    On Friday, September 22, 2017 at 5:02:18 PM UTC-5, David Damerell wrote:
    I'm more and more fed up
    with initiative-and-alternate-moves since it so often comes down to an initiative-rolling contest.

    Then go to impulse play, steal the move sequence from Car Wars or Starfleet Battles.

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  • From David Damerell@21:1/5 to All on Sat Sep 23 19:33:49 2017
    Quoting Jonathan Schattke <wizwom@gmail.com>:
    On Friday, September 22, 2017 at 5:02:18 PM UTC-5, David Damerell wrote:
    I'm more and more fed up
    with initiative-and-alternate-moves since it so often comes down to an >>initiative-rolling contest.
    Then go to impulse play, steal the move sequence from Car Wars or
    Starfleet Battles.

    [There is an alternative proposal at the bottom here below this wall of
    woe.]

    Tried that in 1990 or so, with an allotment of MP every impulse
    based on selected move mode. It doesn't work for two reasons; first of all
    it's very slow (yes, it works in SFB but I think one has different
    expectations of the complexity of a single unit there, and also the
    multiple MP costs of some moves both mean carryover bookkeeping and telegraphing your move next impulse to the opponent), and secondly
    having those intermediate positions isn't as useful as one might think.

    If there's firing opportunities every impulse (or more than once a turn)
    cover becomes much less useful because you can't move from one woods
    patch to another without inviting fire when out in the open (which may
    be realistic, but it still doesn't work gameplay-wise and realism is
    an absurd goal in a mecha game anyway) and the question of how to
    calculate a Mech's speed arises, which wants a subsection of its own:

    Based on movement over the last turn's-worth of impulses? A load of book-
    keeping, and when you move away from a stop you are highly vulnerable;
    that Locust that just took its first step out of the woods is speed-1.

    Based on movement "right now", in the current impulse? Every time you
    turn a corner, climb a hill, or enter woods you're a sitting duck, to a
    much greater degree than in the standard game.

    Based on a snapshot over some intermediate period? You get an
    intermediate quantity of these downsides.

    Based on maximum speed whether or not you spend the MP? A massive boon to
    fast 'Mechs who can get the bonuses to defence while staying where they
    are.

    Set a speed and compel you to spend the MP, as if we _were_ playing SFB?
    But I can turn back and forth on the spot to use them up, reducing it to
    the previous case. Restrict that? Fast 'Mechs are now a lot less use in
    tight confines, and we need a bunch of rules for running into things when
    you can't stop (hopefully better ones than CityTech's, where you can go
    twice as fast as normal by falling on your arse at just the right time.)

    It's particularly bad for jump movement where, say, a nice repositioning
    in heavy woods turns into a clay pigeon shoot for everyone on the
    battlefield.

    It also reduces the impact of weapon minimum range restrictions, which
    is handy for PPCs because it's not like they were the best weapon [1]
    in the game anyway, and adds some bookkeeping at to when a weapon last
    fired. For added joy either heat dissipation has to be done on an impulse
    basis or there are further difficulties (if heat penalties immediate, fire
    late in the turn to get rid of them sooner; fire turn+1 impulses apart to
    get two heat dissipation steps before the next volley [2].)

    If firing opportunities stay once a turn it really throws into sharp focus
    the inability to fire at Mechs during those intermediate positions, where
    in the standard game that inability isn't so very obvious. Every player at
    the table is going to ask themselves (or you) _why_ they can't fire at
    these points that are now so clearly displayed, why we are bothering to simulate them at all if we can't do any shooting.

    I think much of the problem with roll-and-move is the devastating effects
    of rear shots [3]. Moving a Mech first is really bad if the enemy can get
    even one Mech behind it, leading to the conga line we all know and
    tolerate. Remove rear shots? (Move the armour to the front of the torso, or maybe somewhere else if it's a stock Mech with mad armour distribution.)
    This is pretty bad for positional play.

    Fortunately, we can solve that by addressing another problem - firing arcs
    are really huge. With torso twisting, a Mech has a 240 degree firing arc;
    300 on arm-mounted weapons, 360 on arm-flippers. Firing arcs barely matter
    at all. Reduce them to (say) 180 degrees, 210 on arm mounted weapon,
    discarding the entire torso twist mechanism (yes, now you can fire at two targets at the extreme edge of your firing arcs 240 degrees apart but a)
    you could fire at targets 240 degrees apart beforehand b) how often does
    it happen anyway c) if you really care add a rule to stop it), which is
    largely a pointless speedbump in combat resolution until you just play
    with the implicit arcs anyway.

    Getting behind someone is still useful - you get a close-range shot
    without return fire, and limit their target selection - and easier to do,
    but it's not overpowering because to completely neutralise an enemy 'Mech
    (for this turn, not forever) you've got to get everything out of its arc
    or under cover.

    [1] Yes, I'm stuck in 3025, and yes, medium laser arrays might also claim
    that title.

    [2] Admittely this improves some of the overgunned underheatsinked stock
    'Mechs like the Rifleman or Marauder, which can now squeeze off three full salvos not two before heat problems get horrendous, and improving these
    might be seen as a good thing.

    [3] Or, if you're using the broken stock partial cover rules,
    intentionally moving to where the enemy has partial cover but otherwise
    you have a good chance to hit, which makes their head much easier to
    hit because, I don't know, you're a Victorian and you find ankles super distracting or something.
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    If we aren't perfectly synchronised this corncob will explode!
    Today is Thursday, September.
    Tomorrow will be Friday, September.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Roger Bell_West@21:1/5 to David Damerell on Sun Sep 24 08:20:25 2017
    On 2017-09-23, David Damerell wrote:
    That sounds encouraging (roll-and-move isn't so bad with large unit counts >permitted by a streamlined combat system), but I also read the conga line >problem is worse than ever. If only someone else had another variant set
    of Battletech rules. :-)

    Well, I do - see sig - but Tin Soldier doesn't offer the play speed
    gains I'd hoped for.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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  • From Roger Bell_West@21:1/5 to David Damerell on Sun Sep 24 08:35:34 2017
    On 2017-09-24, David Damerell wrote:
    Quoting Jonathan Schattke <wizwom@gmail.com>:
    Then go to impulse play, steal the move sequence from Car Wars or
    Starfleet Battles.

    The first problem I see here is that both SFB and Car Wars are _very
    slow_, something that Battletech doesn't need more of. It's not just
    that games take hours to resolve, which isn't a problem for everyone
    though it would kill any commercial prospects; it's that there's a lot
    of work in return for a small amount of stuff happening.

    More generally, I tend to feel that if you need to split up the turns
    it's a sign that your turns are too long.

    As written, Battletech is all about range and position: I've often
    said the game is won or lost in the movement phase. That can be
    interesting, but it's not necessarily a good match for the feel of
    mecha anime (by which I mostly mean Dougram), which tends to be much
    more about personal courage and one-off sneaky tricks (aha, this sort
    of mecha can move across sand without sinking; but aha, I am not
    left-handed either). That may not be gameable; but as far as I know
    nobody's tried.

    Really to match the anime a mech shouldn't have ablative armour; it
    should have a status that's "fine", "temporarily stunned", or "out of
    the fight", with a small chance of specific systems being knocked out
    so that the heroic pilot has to do something clever.

    If there's firing opportunities every impulse (or more than once a turn) >cover becomes much less useful because you can't move from one woods
    patch to another without inviting fire when out in the open (which may
    be realistic, but it still doesn't work gameplay-wise and realism is
    an absurd goal in a mecha game anyway) and the question of how to
    calculate a Mech's speed arises, which wants a subsection of its own:

    Tin Soldier has a target modifier that goes up when you move and goes
    down slowly when you stand still. But you still take your move all at
    once.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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  • From David Damerell@21:1/5 to All on Wed Sep 27 17:26:32 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    On 2017-09-24, David Damerell wrote:
    Quoting Jonathan Schattke <wizwom@gmail.com>:
    Then go to impulse play, steal the move sequence from Car Wars or >>>Starfleet Battles.
    The first problem I see here is that both SFB and Car Wars are _very
    slow_, something that Battletech doesn't need more of.

    I think I'd say in SFB's defence that it's not that slow given that a
    viable number of units to control is "one", as a result of the impulse
    movement system and scope for deviousness with that single unit. I don't
    really think one can play Battletech with less than a lance a side without initiative completely dominating, and that's a comparable amount of work
    to an SFB single-ship duel [1] with a much bigger chance of being lord-of-the-diced by headshots or something.

    I mean, I do think SFB is too complex (and irritatingly Federation
    Commander is too simple), but I think the main reason I don't play SFB
    much is more to do with Steve Cole's intransigence (choking development of automated play aids in a game that cries out for same, etc), the amount of other stuff on my shelves, recent discovery of 18xx games to scratch the complexity itch, etc...

    Really to match the anime a mech shouldn't have ablative armour; it
    should have a status that's "fine", "temporarily stunned", or "out of
    the fight", with a small chance of specific systems being knocked out
    so that the heroic pilot has to do something clever.

    If anything, depending on your mecha anime, getting damaged should
    increase effectiveness; but the gameplay implications are alarming. That
    said, I never really thought of Battletech's lumbering monoliths as anime mecha, even though when I started (like you) the Unseen were all there was
    to see.

    [1] Especially if you automate damage control, movement, etc, but see
    above re intransigence.
    --
    David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
    Today is First Gloucesterday, September.
    Tomorrow will be First Leicesterday, September.

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  • From Tim Skirvin@21:1/5 to David Damerell on Wed Sep 27 22:17:09 2017
    damerell@chiark.greenend.org.uk (David Damerell) writes:

    ...recent discovery of 18xx games to scratch the complexity itch, etc...

    Battletech -> 18xx is a thing? Awesome! I'm not alone!

    - Tim Skirvin (tskirvin@killfile.org)
    --
    http://www.flickr.com/photos/tskirvin Skirv's Pictures

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  • From David Damerell@21:1/5 to All on Thu Sep 28 00:38:58 2017
    Quoting Tim Skirvin <tskirvin@killfile.org>:
    damerell@chiark.greenend.org.uk (David Damerell) writes:
    ...recent discovery of 18xx games to scratch the complexity itch, etc...
    Battletech -> 18xx is a thing? Awesome! I'm not alone!

    With the proviso that that arrow is more a tiny bit of a meandering
    flowchart of games, sure. :-)

    Hm. "3025", where one invests in the five Successor States (presumably as
    rival puppetmaster factions of ComStar) and then does err something to
    affect who comes out on top? I think this may need work.
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    If we aren't perfectly synchronised this corncob will explode!
    Today is First Leicesterday, September.
    Tomorrow will be First Brieday, September.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Roger Bell_West@21:1/5 to David Damerell on Thu Sep 28 10:32:55 2017
    On 2017-09-27, David Damerell wrote:
    I think I'd say in SFB's defence that it's not that slow given that a
    viable number of units to control is "one", as a result of the impulse >movement system and scope for deviousness with that single unit. I don't >really think one can play Battletech with less than a lance a side without >initiative completely dominating, and that's a comparable amount of work
    to an SFB single-ship duel [1] with a much bigger chance of being >lord-of-the-diced by headshots or something.

    Fair point; I was thinking more that, when SFB and Car Wars and
    Battletech were in the first flush of their popularity, it was
    considered quite normal for a single game to take multiple, sometimes
    many, hours. All those fantasy tactical miniatures games that come out
    now are at least usefully playable in a shorter period, even if they
    offer the longer game too.

    I mean, I do think SFB is too complex (and irritatingly Federation
    Commander is too simple), but I think the main reason I don't play SFB
    much is more to do with Steve Cole's intransigence (choking development of >automated play aids in a game that cries out for same, etc), the amount of >other stuff on my shelves, recent discovery of 18xx games to scratch the >complexity itch, etc...

    I haven't played FedCom. When I look at naval wargames (my main
    interest is 20th century and later), there's your Harpoons and
    Seekriegs which everyone accepts will take a long time, but there's
    also Shipwreck and Victory at Sea (the latter derived from a Babylon 5
    starship combat game), where multiple systems get lumped together and
    it feels horribly low resolution, but you can play a large battle in a reasonable time and get a plausible-seeming result. So I grit my teeth
    and accept the low detail.

    I suspect that the reason I didn't like Battleforce when it first came
    out was because I was good at Battletech, and all the tricks I used
    there didn't apply any more.

    If anything, depending on your mecha anime, getting damaged should
    increase effectiveness; but the gameplay implications are alarming. That >said, I never really thought of Battletech's lumbering monoliths as anime >mecha, even though when I started (like you) the Unseen were all there was
    to see.

    When I started I hadn't seen any of the mecha anime.

    I suppose a reasonable place to start from a game point of view would
    be that the stuff in the anime is the stories they tell in the bar,
    but the game is mostly about the normal grunts.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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  • From Roger Bell_West@21:1/5 to David Damerell on Thu Sep 28 10:34:30 2017
    On 2017-09-28, David Damerell wrote:
    Hm. "3025", where one invests in the five Successor States (presumably as >rival puppetmaster factions of ComStar) and then does err something to
    affect who comes out on top? I think this may need work.

    That would be pretty much a reskin of _Princes of the Renaissance_,
    no? https://boardgamegeek.com/boardgame/8045/princes-renaissance

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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  • From David Damerell@21:1/5 to All on Thu Sep 28 20:53:43 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    On 2017-09-28, David Damerell wrote:
    Hm. "3025", where one invests in the five Successor States (presumably as >>rival puppetmaster factions of ComStar) and then does err something to >>affect who comes out on top? I think this may need work.
    That would be pretty much a reskin of _Princes of the Renaissance_,
    no? https://boardgamegeek.com/boardgame/8045/princes-renaissance

    I think I'd want to keep 18xxisms like the game being deterministic and
    the (normally total) lack of secret data. Not that this would make a good
    game about the BattleTech universe. :-/
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    If we aren't perfectly synchronised this corncob will explode!
    Today is First Leicesterday, September.
    Tomorrow will be First Brieday, September.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Roger Bell_West@21:1/5 to David Damerell on Thu Sep 28 21:40:01 2017
    On 2017-09-29, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    I haven't played FedCom.
    FedCom is... trying to keep it short because this isn't even a mecha game,

    Thanks.

    I'd like to play more _Close Action_, but basically that demands PBEM and
    a lot of bodies, because it bring about period tactics by having "one
    ship, one player" (not a lot of work per ship) and a fog of confusion from >highly limited signalling.

    Fun. I've done this in Harpoon with a submarine attack on a carrier
    group (each sub had a separate player), and the players got distinctly
    edgy; it worked quite well.

    In mecha game terms, I don't think there's a lot of room for hidden information, though. You might have units concealed in buildings,
    maybe, in certain scenarios.

    I suppose a reasonable place to start from a game point of view would
    be that the stuff in the anime is the stories they tell in the bar,
    but the game is mostly about the normal grunts.
    Ha, this I like. (Although of course the universe can never quite decide
    if 'Mechs are incredibly precious relics of a time goneby and hence >'Mechwarriors a tiny elite, or not - taking 3025 as a baseline, it seems >clear no DropShip should ever dispense anything but a cloud of tanks and >infantry, with 'Mechs being held in reserve by the defenders for the most >dire of straits...)

    Indeed. I _liked_ the idea that tech progress was going backwards,
    plausible or not; 'Mechs being rare is a symptom of that. But if you
    follow that to its conclusions, 'Mech vs 'Mech battles should be the
    rare exception, not what you put in the basic game.

    It seems pretty clear to me that Battledroids was designed first and
    with no plans for expansion, and vehicles were then retrofitted onto
    it in a fairly clunky way. And the end result of _that_ is the current
    shelf o' rules - has it got to a kilopage yet? Must be close.

    My favourite BattleTech universe oddity, incidentally, is that jumpships
    have such high specific impulse, based on the amount of dV they get per kg
    of reaction mass, that the exhaust velocity must necessarily be >99.99something% of the speed of light. They put guns on them because... ?

    ITYM dropships again? Jumpships are the ones that have solar sails
    because their fusion plants can't supply the rich chunky power needed
    to charge a jump core... and the sails produce a peak of 40 watts.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

    --- SoupGate-Win32 v1.05
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  • From David Damerell@21:1/5 to All on Thu Sep 28 21:16:11 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    I haven't played FedCom.

    FedCom is... trying to keep it short because this isn't even a mecha game,
    but no secret data, all power save power for movement and multi-turn
    weapons is reserve power, pick a baseline speed 0/8/16/24 then optionally accelerate in any impulse you weren't due to move, 8 firing impulses a
    turn (but 32 movement), most systems are reduced to the basics (all drones
    are type-I speed-24, photons are standard or full overload, no EPT/shotgun plasma, etc), everything is me-too not secret and simultaneous.

    ... it's not bad but there's isn't quite _enough_; the complete lack of
    secret data goes too far and the ease of going speed 24 (without
    housekeeping, effectively speed 20) and switching to 32 on demand means
    plasma, drones, and fusions alike are even worse off and it's hard to
    kill ships when a moderately injured opponent can cruise off at full speed
    and do repairs indefinitely (an otherwise solid change).

    There's good stuff in there (everything me-too), there's some bad stuff (replacing the DAC with a slightly faster system that produces much worse results, 1/3 move cost frigates are now 1/4 not 3/8 (all fractions are
    1/2^n) and this makes the Fed FF godlike and most FFs very good), but ultimately I feel there's a sweet spot to be found which I might look for
    it I wasn't kind of burned out on the Star Fleet Universe and it wasn't so
    hard to discuss varianting.

    also Shipwreck and Victory at Sea (the latter derived from a Babylon 5 >starship combat game), where multiple systems get lumped together and
    it feels horribly low resolution, but you can play a large battle in a >reasonable time and get a plausible-seeming result. So I grit my teeth
    and accept the low detail.

    I'd like to play more _Close Action_, but basically that demands PBEM and
    a lot of bodies, because it bring about period tactics by having "one
    ship, one player" (not a lot of work per ship) and a fog of confusion from highly limited signalling.

    I suppose a reasonable place to start from a game point of view would
    be that the stuff in the anime is the stories they tell in the bar,
    but the game is mostly about the normal grunts.

    Ha, this I like. (Although of course the universe can never quite decide
    if 'Mechs are incredibly precious relics of a time goneby and hence 'Mechwarriors a tiny elite, or not - taking 3025 as a baseline, it seems
    clear no DropShip should ever dispense anything but a cloud of tanks and infantry, with 'Mechs being held in reserve by the defenders for the most
    dire of straits...)

    My favourite BattleTech universe oddity, incidentally, is that jumpships
    have such high specific impulse, based on the amount of dV they get per kg
    of reaction mass, that the exhaust velocity must necessarily be
    99.99something% of the speed of light. They put guns on them because... ?
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    If we aren't perfectly synchronised this corncob will explode!
    Today is First Leicesterday, September.
    Tomorrow will be First Brieday, September.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From David Damerell@21:1/5 to All on Fri Sep 29 19:22:50 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    On 2017-09-29, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    I haven't played FedCom.
    FedCom is... trying to keep it short because this isn't even a mecha game, >Thanks.

    Don't thank me, it came out kind of long even trying to keep it short. :-/

    In mecha game terms, I don't think there's a lot of room for hidden >information, though. You might have units concealed in buildings,
    maybe, in certain scenarios.

    Just off the top of my head, what if selection of BattleTech movement mode
    was secret-and-simultaneous at the start of the turn?

    Indeed. I _liked_ the idea that tech progress was going backwards,
    plausible or not; 'Mechs being rare is a symptom of that.

    I don't think it helps that they over-egged the pudding so much. They're
    not just rare, they're super-rare and incredibly precious... and yet, they can't even be maintained properly, in spite of the vast efforts that would presumably be made to maintain something so rare and precious. (Sure, we
    might have lost so much tech we can't even maintain them with such
    efforts, but this militates even further against ever using the things...)

    And why do mercenaries own them? They're colossal white elephants and furthermore instead of being shot at for money one could sell up and have
    a huge pile of money and not be shot at. Let alone pirates - we're going
    to use the most valuable objects in the universe to steal valuables. I
    can suggest an optimisation to that procedure!

    It gets even worse as we establish that Dropships are even more rare and precious than 'Mechs, Jumpships even more rare and precious than
    Dropships, etc...

    ITYM dropships again? Jumpships are the ones that have solar sails
    because their fusion plants can't supply the rich chunky power needed
    to charge a jump core... and the sails produce a peak of 40 watts.

    Jumpships too - eg a Merchant-class Jumpship uses 19.75 tons of fuel per burn-day, producing 0.1G - a dV of 85 km/s. It weighs 120,000 tons. Conservation of momentum implies the exhaust velocity, neglecting
    relativistic effects, would be 5.1 * 10^8 m/s. Since we don't live in a Newtonian universe, we know it will be less than that, but it's pretty
    darn close to lightspeed.

    Assuming these "tons" are American short tons (up until now they
    cancelled), which I suppose is probably true in an American publication
    of this vintage, and if I haven't made some silly error driving "units",
    the energy output is about 5.5 * 10^16 W, which isn't much by E.E. Smith standards but is about a tenth of the total solar input to the Earth so
    would probably seriously annoy anything it hit.

    Dropships and Jumpships establishes the drive is a fusion reaction (I have generously assumed all the mass consumed is reaction mass; the specific
    impulse must be still higher otherwise) emitting plasma exhaust. (As you
    note, it's not really clear why we bother with a solar panel sail with this colossal fusion plant available...)
    --
    David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
    Today is First Brieday, September.
    Tomorrow will be First Gouday, September.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Roger Bell_West@21:1/5 to David Damerell on Fri Sep 29 20:57:42 2017
    On 2017-09-30, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    In mecha game terms, I don't think there's a lot of room for hidden >>information, though. You might have units concealed in buildings,
    maybe, in certain scenarios.
    Just off the top of my head, what if selection of BattleTech movement mode >was secret-and-simultaneous at the start of the turn?

    Well, that's a point on the continuum between BT one-at-a-time, and
    written orders executed simultaneously. Is it a better point? Doesn't
    take as long as writing full orders, doesn't bet everything on the
    roll of the initiative dice.

    Indeed. I _liked_ the idea that tech progress was going backwards, >>plausible or not; 'Mechs being rare is a symptom of that.
    I don't think it helps that they over-egged the pudding so much. They're
    not just rare, they're super-rare and incredibly precious... and yet, they >can't even be maintained properly, in spite of the vast efforts that would >presumably be made to maintain something so rare and precious. (Sure, we >might have lost so much tech we can't even maintain them with such
    efforts, but this militates even further against ever using the things...)

    Considering a one-dimensional scale of combat power, let's say a 'Mech
    is an even match for four tanks. If it costs as much to field as five
    tanks, nobody builds 'Mechs; if it costs as much as three, nobody
    builds tanks.

    So that's clearly not a sufficiently sophisticated model, because in
    the real world we have tanks and infantry and artillery, and at least
    in theory we want them in a putative future non-Battletech game as
    well.

    One approach would be: nobody can build 'Mechs any more, but 'Mechs
    can beat lots of tanks. That concentrates the 'Mechs into the hands of
    whoever needs combat power more than money, i.e. governments, which
    may or may not be desirable from a game point of view.

    What can a 'Mech do that makes it better than a tank? All-terrain
    capability seems like one obvious starting point: it can cross rubble
    and boulders and walk through forests and out-manoeuvre tanks while
    out-pacing infantry. Which in turn suggests things about the sort of
    place where you'll be fighting; if the valuable stuff on a world is
    largely in good tank country, nobody's going to put 'Mechs there to
    defend it or to attack it. 'Mechs are useful in places where there's
    lots of different terrain in close proximity.

    In rough terrain, even the height might not be such a terrible
    disadvantage: the enemy can see you, but you can see them, and you can
    pop up over cliff edges and things.

    And why do mercenaries own them? They're colossal white elephants and >furthermore instead of being shot at for money one could sell up and have
    a huge pile of money and not be shot at. Let alone pirates - we're going
    to use the most valuable objects in the universe to steal valuables. I
    can suggest an optimisation to that procedure!

    Reminds me of a boardgame I played recently (Dead Men Tell No Tales):
    you're pirates going into an undead-infested, burning ship to get
    loot, in spite of the fact that you already have a decanter of
    infinite rum.

    But this approach actually makes Solaris VII look _more_ plausible:
    Formula 1 cars are also ridiculously expensive.

    Assuming these "tons" are American short tons (up until now they
    cancelled), which I suppose is probably true in an American publication
    of this vintage, and if I haven't made some silly error driving "units",
    the energy output is about 5.5 * 10^16 W, which isn't much by E.E. Smith >standards but is about a tenth of the total solar input to the Earth so
    would probably seriously annoy anything it hit.

    A power plant that generates that much seems unlikely to fit into
    120,000 tons...

    Also, let's approximate the Merchant as a 5:1 cylinder that's (DS&JS)
    320m long, so 64m diameter. That's about 70e3 m^2 surface area.
    Assuming 99.9% efficiency on the power output, it's still blackbody
    radiating at 10e3 K.

    The way to fix all of this, I suspect, is to drop this whole "crossing
    solar systems" thing. Nobody seems to have even a theoretical drive
    that produces both high acceleration and high specific impulse.
    (Unless you start mucking about with antimatter, and the idea is _not_
    to make 'Mechs obsolete.) So put jump points relatively close to
    planets, like maybe lunar distance, and you can make the dropships
    just about work with real-world nuclear thermal. Keep jumpships
    inviolate by tradition, and perhaps also by monopoly - it seems like
    an obvious thing for ComStar to take over - rather than by extreme
    distance.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From David Damerell@21:1/5 to All on Sat Sep 30 10:20:39 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    On 2017-09-30, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    In mecha game terms, I don't think there's a lot of room for hidden >>>information, though.
    Just off the top of my head, what if selection of BattleTech movement mode >>was secret-and-simultaneous at the start of the turn?
    Well, that's a point on the continuum between BT one-at-a-time, and
    written orders executed simultaneously. Is it a better point?

    I dunno - I'm just saying, I think there is some room because one can
    imagine such mechanics. That said, I think it's a superficially plausible
    rule, and does introduce the important element of something I have
    committed in prior planning which you don't yet know.

    What can a 'Mech do that makes it better than a tank?

    I think it's a mistake to think about this in too much detail, because one rapidly reaches the conclusion that the 'Mech's tall profile, unstable gun platform, many exposed joints, and horrendous area-to-volume ratio mean
    the answer is "get holes in it".

    In rough terrain, even the height might not be such a terrible
    disadvantage: the enemy can see you, but you can see them

    I'd rather be in the hull-down tank than in the 'Mech, me.

    I mean, I like the 3025 dying-technology setting; I just think FASA
    grossly overdid it, in a way that requires overly vigorous suspension of disbelief.

    Reminds me of a boardgame I played recently (Dead Men Tell No Tales):
    you're pirates going into an undead-infested, burning ship to get
    loot, in spite of the fact that you already have a decanter of
    infinite rum.

    Oh, yes, I've played that. The way the ship's just a maze of rooms is a
    bit unsatisfying, too. The theme seems to be a bit tacked on, pirates are trendy, so are zombies - it's a miracle there aren't ninja and cheeseburger-consuming cats, too.

    But this approach actually makes Solaris VII look _more_ plausible:
    Formula 1 cars are also ridiculously expensive.

    But superbly maintained. Solaris VII is (I think) in the slightly more
    sensible version of the universe where, sure, 'Mechs are expensive but not actually lost technology, and their superb combat density compared to
    tanks (for, er, reasons) is what makes them what gets used in Dropships.

    Also, let's approximate the Merchant as a 5:1 cylinder that's (DS&JS)
    320m long, so 64m diameter. That's about 70e3 m^2 surface area.
    Assuming 99.9% efficiency on the power output, it's still blackbody
    radiating at 10e3 K.

    I must remember to do this calculation - you've done it before in some
    other context and it always produces an amusing result.

    The way to fix all of this, I suspect, is to drop this whole "crossing
    solar systems" thing. Nobody seems to have even a theoretical drive
    that produces both high acceleration and high specific impulse.

    Aside from Project Orion? Nothing like as good as the BattleTech drive,
    but it ticks both those boxes.

    In the BattleTech universe, given we already have a magic FTL drive, I
    don't see why it can't produce a bit more magic and give us reactionless acceleration in-system...
    --
    David Damerell <damerell@chiark.greenend.org.uk>
    And now, a seemingly inexplicable shot of a passing train.
    Today is First Gouday, September.
    Tomorrow will be First Chedday, September - a public holiday.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Roger Bell_West@21:1/5 to David Damerell on Sat Sep 30 22:14:33 2017
    On 2017-09-30, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    On 2017-09-30, David Damerell wrote:
    Just off the top of my head, what if selection of BattleTech movement mode >>>was secret-and-simultaneous at the start of the turn?
    Well, that's a point on the continuum between BT one-at-a-time, and
    written orders executed simultaneously. Is it a better point?
    I dunno - I'm just saying, I think there is some room because one can
    imagine such mechanics. That said, I think it's a superficially plausible >rule, and does introduce the important element of something I have
    committed in prior planning which you don't yet know.

    Easy enough to write down if you have a turn tracker as part of the
    record sheet.

    So you're committed to walk/run/jump. This cuts down the opportunities
    to react to an enemy unit's placement, and probably means fewer
    physical attacks. (I've always found physical attacks essentially
    silly, so that's good.)

    What can a 'Mech do that makes it better than a tank?
    I think it's a mistake to think about this in too much detail, because one >rapidly reaches the conclusion that the 'Mech's tall profile, unstable gun >platform, many exposed joints, and horrendous area-to-volume ratio mean
    the answer is "get holes in it".

    Well, sure. I'm not expecting an answer that has the US Army saying
    "we are intrigued by your ideas and wish to subscribe to your
    newsletter"; I'm just after something that can make some sort of sense
    by the rules of its own universe.

    One idea that I seem to remember being hinted at in the early days:
    with a full neural interface so that the pilot "is" the (bipedal)
    'Mech, they can react to threats with instinctive flinches, dodges,
    etc. in a way that someone driving a non-humanoid shape can't. Using
    that as the main justification would leave 'Mechs probably more
    lightly armoured than tanks, but with an extra defence that no other
    unit type gets.

    I mean, I like the 3025 dying-technology setting; I just think FASA
    grossly overdid it, in a way that requires overly vigorous suspension of >disbelief.

    Fair enough. I'm trying to come up with ways of making a giant stompy
    robot game that doesn't blow all my plausibility fuses at once. If
    it's vaguely compatible with some aspects of BattleTech, so much the
    better.

    Assuming 99.9% efficiency on the power output, it's still blackbody >>radiating at 10e3 K.
    I must remember to do this calculation - you've done it before in some
    other context and it always produces an amusing result.

    units "(5.5e13W/(70773.799 m^2)/sigma)^(1/4)"

    The way to fix all of this, I suspect, is to drop this whole "crossing >>solar systems" thing. Nobody seems to have even a theoretical drive
    that produces both high acceleration and high specific impulse.
    Aside from Project Orion? Nothing like as good as the BattleTech drive,
    but it ticks both those boxes.

    Point.

    In the BattleTech universe, given we already have a magic FTL drive, I
    don't see why it can't produce a bit more magic and give us reactionless >acceleration in-system...

    Reactionless drive means cheap planet-killers if anyone can steal a
    spaceship.

    "Get up to a set useful speed and stay there" drive is even more
    physically implausible, but better for the health of planets.

    I think I'm happy with jumpships coming in at something like cislunar
    distance, then some sort of nuclear rocket dropships carrying the
    troops to the planet. (The closer in you arrive, the harder the jump calculation and the higher the risk of interpenetrating something,
    which is unlikely to be good.)

    OK, so we want a dropship that can cross 240,000 miles of space in a
    reasonable time, land, take off, and do it again, without refuelling.
    (This is the case of a failed invasion, which should be the worst
    case. Normally it'll refuel on the ground and top off its tanks at the jumpship, which gets resupplied by fuel shuttle somewhere safe.)

    Let's say a "reasonable time" is three days. Ignoring orbital
    considerations for a very crude calculation, cruise speed is about
    1500m/s; we need 4x that (to get up to it and down again, twice).
    That's 3.7 mile/second, plus 5.6 mile/second to get off an Earth-sized
    planet, is 9.3 - let's say we want about 10 altogether. (In practice
    we'll need a long elliptical orbit with an insertion burn from LEO and
    a correction burn at the other end.)

    Why am I using mile/second? Because I'm going to borrow GURPS
    Spaceships and see what sort of drive can produce that with a
    reasonable payload fraction. Yes, external pulsed plasma looks like
    the best bet (and has the advantage of being relatively simple for a failing-tech universe to maintain); dedicating 5% of ship's mass to
    the drive gives 2G acceleration, and even at present-day tech the fuel
    tanks only need to be about 20% of ship's mass. Plenty of room for
    slop.

    Orion pushes you to large ships, but using a mag-sail to catch the
    charged particles cuts down the pusher plate mass requirement.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From David Damerell@21:1/5 to All on Thu Oct 5 12:01:55 2017
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    So you're committed to walk/run/jump. This cuts down the opportunities
    to react to an enemy unit's placement, and probably means fewer
    physical attacks. (I've always found physical attacks essentially
    silly, so that's good.)

    Silly but effective, a heavy putting the boot in can seriously ruin your
    day. I guess it comes down to not quite knowing if the game's a mecha
    anime (and of course has physical attacks) or an essentially serious
    setting...

    I mean, I like the 3025 dying-technology setting; I just think FASA
    grossly overdid it, in a way that requires overly vigorous suspension of >>disbelief.
    Fair enough. I'm trying to come up with ways of making a giant stompy
    robot game that doesn't blow all my plausibility fuses at once.

    I think what I'm getting at (perhaps reiterating needlessly) is - the
    existence and military effectiveness of giant robots in a mecha game gets,
    to me, a free pass. I don't fret over making their effectiveness make
    sense both because I can't and because I just accept it as a necessary
    fudge.

    It's everything else that needs looking at for suspension of disbelief
    being stretched, and the "everything's dying but there still seem to be
    lots of 'Mechs right now" aspect of 3025 is very prominent.

    In the BattleTech universe, given we already have a magic FTL drive, I >>don't see why it can't produce a bit more magic and give us reactionless >>acceleration in-system...
    Reactionless drive means cheap planet-killers if anyone can steal a >spaceship.

    Hm, yes. It wants to turn into one of those convenient videogame drives
    that goes faster the further you are from any massive body.

    [I've snipped a discussion re plausible dropship drives here because it
    all seems about right and I don't really have anything to add...]
    --
    David Damerell <damerell@chiark.greenend.org.uk> flcl?
    Today is Second Leicesterday, September.
    Tomorrow will be Second Brieday, September.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Roger Bell_West@21:1/5 to David Damerell on Fri Oct 6 13:49:57 2017
    On 2017-10-05, David Damerell wrote:
    Quoting Roger Bell_West <roger+rgm201709@nospam.firedrake.org>:
    So you're committed to walk/run/jump. This cuts down the opportunities
    to react to an enemy unit's placement, and probably means fewer
    physical attacks. (I've always found physical attacks essentially
    silly, so that's good.)
    Silly but effective, a heavy putting the boot in can seriously ruin your
    day. I guess it comes down to not quite knowing if the game's a mecha
    anime (and of course has physical attacks) or an essentially serious >setting...

    There are several setting design switches which don't _necessarily_
    have to be thrown together, I think.

    I mean, I like the 3025 dying-technology setting; I just think FASA >>>grossly overdid it, in a way that requires overly vigorous suspension of >>>disbelief.
    Fair enough. I'm trying to come up with ways of making a giant stompy
    robot game that doesn't blow all my plausibility fuses at once.
    I think what I'm getting at (perhaps reiterating needlessly) is - the >existence and military effectiveness of giant robots in a mecha game gets,
    to me, a free pass. I don't fret over making their effectiveness make
    sense both because I can't and because I just accept it as a necessary
    fudge.

    Yeah, but. I can't quite make that leap because the manner in which
    they're effective determines how they're used. (It would be easier to
    say _all_ armoured vehicles are now legged, and of course quite a bit
    of mecha anime does that. But if there are still tanks, it gets
    trickier.)

    It's everything else that needs looking at for suspension of disbelief
    being stretched, and the "everything's dying but there still seem to be
    lots of 'Mechs right now" aspect of 3025 is very prominent.

    The thing is, if you start with a premise that, say, "'Mechs are
    effective war machines, better than the same amount of resource spent
    on tanks", and try to build a universe on it... all sorts of things
    depend on _why_ they're better than tanks, especially if you do still
    actually _have_ tanks. That's why I'm trying to come up with
    justifications: they don't have to be true in the real world, but they
    have to be able to serve as building-blocks onto which one can
    construct a more-or-less consistent universe.

    So you could have the thing I proposed a bit upthread, that 'Mechs can effectively dodge some amount of incoming fire in a way that other
    AFVs can't. I can immediately start building on that:

    - no quad 'Mechs;

    - if tanks do still exist, that's for some other reason - for example,
    people with the gift for 'Mech piloting are rare;

    - or, 'Mechs are rare because they can't be built any more (maybe
    specifically it's that neuro feedback mechanism that can't be), but
    they aren't really useful for very much apart from warfare so if
    you've got 'em you might as well use 'em in war (though I could
    believe in the old 'Mech that's also the small town's power plant);

    - on the other hand, this pushes you at least initially towards
    smaller 'Mechs rather than the 30-foot jobs; to start with, you need
    guns big enough to kill tanks.

    - It's only later on (in the 'Mech-building history/backstory) that
    you start getting 'Mechs designed to kill other 'Mechs, which might
    specialise in say swarms of missiles because the target will have a
    harder time getting out of the way.

    My point is not that I want this specific set of assumptions to
    replace Battletech's; it's that it's a set of developments based on
    the initial premise, none of which individually breaks my WSoD even if
    the end result is battles with giant walking tanks.

    Reactionless drive means cheap planet-killers if anyone can steal a >>spaceship.
    Hm, yes. It wants to turn into one of those convenient videogame drives
    that goes faster the further you are from any massive body.

    Ah, well, the flatter the space is the better you can get a grip on it.

    --
    https://tekeli.li/battletech/
    https://tekeli.li/tin-soldier/

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