Re: Let's play: Battletech via MegaMek
Posted: Tue Jun 23, 2020 4:27 pm
That is not dead which can eternal lie, and with strange aeons bring us some web forums whereupon we can gather
http://www.octopusoverlords.com/forum/
Cool. That'll solve the heat and ammo bomb issues.
These all seem like sensible choices. Never been a huge fan of LRMs in general anyway, as the damage tends to be too scattered. On the Battleaxe, would it be possible to improve the firepower by removing the tubes in favor of an autocannon + additional armor?Leraje wrote: ↑Tue Jun 23, 2020 4:19 pmCan we do a custom refit on Mackie based of 8B replacing the AC20 with a Gauss?NickAragua wrote: ↑Tue Jun 23, 2020 3:49 pm 1. Battleaxe BKX-1X
[] Leave as standard BKX-7K - good firepower, heat issues, mediocre armor
[x] Remove both LRM tubes - ok firepower, manageable heat, good armor
[] Remove one LRM tube - ok/good firepower, heat issues, acceptable armor
2. Mackie MCK-5S
[] MCK-7A - good firepower, heat issues, right torso ammo bomb
[x] MCK-8B - better firepower, heat issues
[] MCK-9H - better firepower, slightly worse heat issues, active probe
3. Cyclops CP-10-Z
[] CP-11-A - poor armor, ok firepower, easy heat management
[] CP-11-A-DC - poor armor, ok firepower (low ammo), easy heat management, command console
[x] CP-10-Q - excellent armor, mediocre firepower, easy heat management
I like these ideas.Leraje wrote: ↑Tue Jun 23, 2020 4:19 pmCan we do a custom refit on Mackie based of 8B replacing the AC20 with a Gauss?NickAragua wrote: ↑Tue Jun 23, 2020 3:49 pm 1. Battleaxe BKX-1X
[] Leave as standard BKX-7K - good firepower, heat issues, mediocre armor
[x] Remove both LRM tubes - ok firepower, manageable heat, good armor
[] Remove one LRM tube - ok/good firepower, heat issues, acceptable armor
2. Mackie MCK-5S
[] MCK-7A - good firepower, heat issues, right torso ammo bomb
[x] MCK-8B - better firepower, heat issues
[] MCK-9H - better firepower, slightly worse heat issues, active probe
3. Cyclops CP-10-Z
[] CP-11-A - poor armor, ok firepower, easy heat management
[] CP-11-A-DC - poor armor, ok firepower (low ammo), easy heat management, command console
[x] CP-10-Q - excellent armor, mediocre firepower, easy heat management
Same heregbasden wrote:I like these ideas.Leraje wrote: ↑Tue Jun 23, 2020 4:19 pmCan we do a custom refit on Mackie based of 8B replacing the AC20 with a Gauss?NickAragua wrote: ↑Tue Jun 23, 2020 3:49 pm 1. Battleaxe BKX-1X
[] Leave as standard BKX-7K - good firepower, heat issues, mediocre armor
[x] Remove both LRM tubes - ok firepower, manageable heat, good armor
[] Remove one LRM tube - ok/good firepower, heat issues, acceptable armor
2. Mackie MCK-5S
[] MCK-7A - good firepower, heat issues, right torso ammo bomb
[x] MCK-8B - better firepower, heat issues
[] MCK-9H - better firepower, slightly worse heat issues, active probe
3. Cyclops CP-10-Z
[] CP-11-A - poor armor, ok firepower, easy heat management
[] CP-11-A-DC - poor armor, ok firepower (low ammo), easy heat management, command console
[x] CP-10-Q - excellent armor, mediocre firepower, easy heat management
Agree with the choices and with the Manticore for dropship defense. Our dropships never seem well defended. A few heavier tanks should help.El Guapo wrote: ↑Tue Jun 23, 2020 4:36 pmThese all seem like sensible choices. Never been a huge fan of LRMs in general anyway, as the damage tends to be too scattered. On the Battleaxe, would it be possible to improve the firepower by removing the tubes in favor of an autocannon + additional armor?Leraje wrote: ↑Tue Jun 23, 2020 4:19 pmCan we do a custom refit on Mackie based of 8B replacing the AC20 with a Gauss?NickAragua wrote: ↑Tue Jun 23, 2020 3:49 pm 1. Battleaxe BKX-1X
[] Leave as standard BKX-7K - good firepower, heat issues, mediocre armor
[x] Remove both LRM tubes - ok firepower, manageable heat, good armor
[] Remove one LRM tube - ok/good firepower, heat issues, acceptable armor
2. Mackie MCK-5S
[] MCK-7A - good firepower, heat issues, right torso ammo bomb
[x] MCK-8B - better firepower, heat issues
[] MCK-9H - better firepower, slightly worse heat issues, active probe
3. Cyclops CP-10-Z
[] CP-11-A - poor armor, ok firepower, easy heat management
[] CP-11-A-DC - poor armor, ok firepower (low ammo), easy heat management, command console
[x] CP-10-Q - excellent armor, mediocre firepower, easy heat management
On the Manticore, not sure what Fury lance is exactly, but I'd say put it on dropship defense too. I think that's in general a good use of armor unless there's a tank that's a particularly good fit for a lance.
agreedZenn7 wrote: ↑Wed Jun 24, 2020 7:57 amAgree with the choices and with the Manticore for dropship defense. Our dropships never seem well defended. A few heavier tanks should help.El Guapo wrote: ↑Tue Jun 23, 2020 4:36 pmThese all seem like sensible choices. Never been a huge fan of LRMs in general anyway, as the damage tends to be too scattered. On the Battleaxe, would it be possible to improve the firepower by removing the tubes in favor of an autocannon + additional armor?Leraje wrote: ↑Tue Jun 23, 2020 4:19 pmCan we do a custom refit on Mackie based of 8B replacing the AC20 with a Gauss?NickAragua wrote: ↑Tue Jun 23, 2020 3:49 pm 1. Battleaxe BKX-1X
[] Leave as standard BKX-7K - good firepower, heat issues, mediocre armor
[x] Remove both LRM tubes - ok firepower, manageable heat, good armor
[] Remove one LRM tube - ok/good firepower, heat issues, acceptable armor
2. Mackie MCK-5S
[] MCK-7A - good firepower, heat issues, right torso ammo bomb
[x] MCK-8B - better firepower, heat issues
[] MCK-9H - better firepower, slightly worse heat issues, active probe
3. Cyclops CP-10-Z
[] CP-11-A - poor armor, ok firepower, easy heat management
[] CP-11-A-DC - poor armor, ok firepower (low ammo), easy heat management, command console
[x] CP-10-Q - excellent armor, mediocre firepower, easy heat management
On the Manticore, not sure what Fury lance is exactly, but I'd say put it on dropship defense too. I think that's in general a good use of armor unless there's a tank that's a particularly good fit for a lance.
Also also agreedStefan Stirzaker wrote: ↑Wed Jun 24, 2020 8:12 amagreedZenn7 wrote: ↑Wed Jun 24, 2020 7:57 amAgree with the choices and with the Manticore for dropship defense. Our dropships never seem well defended. A few heavier tanks should help.El Guapo wrote: ↑Tue Jun 23, 2020 4:36 pmThese all seem like sensible choices. Never been a huge fan of LRMs in general anyway, as the damage tends to be too scattered. On the Battleaxe, would it be possible to improve the firepower by removing the tubes in favor of an autocannon + additional armor?Leraje wrote: ↑Tue Jun 23, 2020 4:19 pmCan we do a custom refit on Mackie based of 8B replacing the AC20 with a Gauss?NickAragua wrote: ↑Tue Jun 23, 2020 3:49 pm 1. Battleaxe BKX-1X
[] Leave as standard BKX-7K - good firepower, heat issues, mediocre armor
[x] Remove both LRM tubes - ok firepower, manageable heat, good armor
[] Remove one LRM tube - ok/good firepower, heat issues, acceptable armor
2. Mackie MCK-5S
[] MCK-7A - good firepower, heat issues, right torso ammo bomb
[x] MCK-8B - better firepower, heat issues
[] MCK-9H - better firepower, slightly worse heat issues, active probe
3. Cyclops CP-10-Z
[] CP-11-A - poor armor, ok firepower, easy heat management
[] CP-11-A-DC - poor armor, ok firepower (low ammo), easy heat management, command console
[x] CP-10-Q - excellent armor, mediocre firepower, easy heat management
On the Manticore, not sure what Fury lance is exactly, but I'd say put it on dropship defense too. I think that's in general a good use of armor unless there's a tank that's a particularly good fit for a lance.
Who said that?We should pick El Guapo! He's brilliant *and* ruggedly handsome!
Agreed.Stefan Stirzaker wrote: ↑Thu Jun 25, 2020 7:56 pm I think in top top spot we need a negotiator and leader and 2IC needs to be the strategizer.
Report to med bay, you're getting delusional. Again.
I'm touched you think so highly of me, even though you haven't shown any signs of senility until now, thinking you're getting old and need to retire! Who'll teach these pups how pilot a mech properly?NickAragua wrote: ↑Thu Jun 25, 2020 5:41 pm [] Yu-bao "Zenn7" Ting
[x] Zanthe "Scrub" Pappathanassiou
Techs just complained that someone has been leeching coolant liquid from the mechs. Again.
Speaking of which, we should name our main compound. Taking suggestions.
[x] The Forum
NickAragua wrote: ↑Thu Jun 25, 2020 5:41 pm [] Yu-bao "Zenn7" Ting
[x] Zanthe "Scrub" Pappathanassiou
NickAragua wrote: ↑Fri Jun 26, 2020 2:09 pm
Gbasden:
[] Keep the upgraded Awesome (XL engine, ER PPC), 37M C-Bill payout
[X] 40M C-Bill payout
As intimidating as it would be for the neighbors, 40m in cash is probably better than parking an Awesome in the back yard.
NickAragua wrote: ↑Fri Jun 26, 2020 2:09 pm
[] Eagle EGL-R9
- [X] Major armor upgrade, 16 dhs
- [] Short range firepower + minor armor upgrade, 20 dhs
[X] Gotha GTHA-400, massive firepower increase, 14 dhs
[X] Thunderbird TRB-D36, massive firepower increase, minor armor increase 24 dhs
[] Lucifer LCF-R20, minor firepower increase, 13 dhs
[X] Lucifer LCF-R20 x2, minor firepower increase, 26 dhs
[] Lucifer LCF-R20 x3, minor firepower increase, 39 dhs
[] Lucifer LCF-R20 x4, minor firepower increase, 52 dhs
[] Lucifer LCF-R20 x5, minor firepower increase, 65 dhs
Just to be clear, it's 3MM that you're getting by cashing out the mech. You get 37MM to start either way.gbasden wrote: ↑Fri Jun 26, 2020 2:42 pmNickAragua wrote: ↑Fri Jun 26, 2020 2:09 pm
Gbasden:
[] Keep the upgraded Awesome (XL engine, ER PPC), 37M C-Bill payout
[X] 40M C-Bill payout
As intimidating as it would be for the neighbors, 40m in cash is probably better than parking an Awesome in the back yard.
Keep the mechs in-house whenever possible.NickAragua wrote: ↑Fri Jun 26, 2020 2:09 pm Gbasden:
[] Keep the upgraded Awesome (XL engine, ER PPC), 37M C-Bill payout
[x] 40M C-Bill payout
Zarathud
[] Keep the Awesome and a 24M C-Bill payout
[x] 30M C-Bill payout
Xwraith
[] Keep the upgraded Thunderbolt (ER Laser), 25M C-Bill payout
[x] 30M C-Bill payout
Freyland
[] Keep the upgraded Quickdraw (XL Engine, double heat sinks), 26M C-Bill payout
[x] 30M C-Bill payout
[x] Eagle EGL-R9
- [x] Major armor upgrade, 16 dhs
- [] Short range firepower + minor armor upgrade, 20 dhs
[x] Gotha GTHA-400, massive firepower increase, 14 dhs
[x] Thunderbird TRB-D36, massive firepower increase, minor armor increase 24 dhs
[] Lucifer LCF-R20, minor firepower increase, 13 dhs
[] Lucifer LCF-R20 x2, minor firepower increase, 26 dhs
[] Lucifer LCF-R20 x3, minor firepower increase, 39 dhs
[] Lucifer LCF-R20 x4, minor firepower increase, 52 dhs
[x] Lucifer LCF-R20 x5, minor firepower increase, 65 dhs
I'm fairly sure that with 40M in the bank I can afford somewhere that doesn't require 3 PPCs to feel secure.
Hey, I know this planet that's slowly reopening where your neighbors would quite welcome you with your Awesome.
Who let the Guap outta sick bay???
Looks like third time was the charm for surviving till retirement. But if I'm going to go Drac, then probably don't want to bring along a mech associated with mercs. Time to buy something new -- and maybe some land.NickAragua wrote: ↑Fri Jun 26, 2020 2:09 pm
Xwraith
[] Keep the upgraded Thunderbolt (ER Laser), 25M C-Bill payout
[X] 30M C-Bill payout
It seems like food, then housing, then something else should be the priority stack. As long as I'm no longer in the line of fire I can't wait to see the Guap's blimp brigade!NickAragua wrote: ↑Mon Jun 29, 2020 8:55 pm
El Guapo
[X] accept
[] decline
[X] Leraje
[] Cujo
[] Keep the Warhammer
[X] Try out the BattleAxe
----------------
[] Keep the Talon in one piece
[] Grasshopper GHR-5H - upgrade LRM/5 to LRM/15, +2 heat sinks
[] Grasshopper GHR-5N - upgrade PPC to ER PPC, + many heat sinks
[X] BattleAxe - max armor, extra heat sinks
[] Guillotine - upgraded main gun, a little extra armor, extra heat sinks
[] Warhammer - max armor, extra heat sinks
[] Archer - extra heat sinks
------------------
[X] Repair Agricultural Complex - A series of nearly intact (only a few minor cracks) "multi-level agricultural production facilities" can be re-activated and staffed with a minimal number of personnel. These will be capable of producing enough food to feed everyone of the several thousand people currently on the planet and then some. Repairs are really just re-attaching wires and re-activating the water pumps. 40k construction cost, 100k/year maintenance.
I don't really care that much about an ER PPC on mine, but I think upgrading the other 'Hopper from a 5 to a 15 LRM is *much* more desirable. It adds an opportunity to soften up the opfor a bit before going in and blasting the bejeezus out of them.NickAragua wrote: ↑Mon Jun 29, 2020 8:55 pm
[] Keep the Talon in one piece
[X] Grasshopper GHR-5H - upgrade LRM/5 to LRM/15, +2 heat sinks
[] Grasshopper GHR-5N - upgrade PPC to ER PPC, + many heat sinks
[] BattleAxe - max armor, extra heat sinks
[] Guillotine - upgraded main gun, a little extra armor, extra heat sinks
[] Warhammer - max armor, extra heat sinks
[] Archer - extra heat sinks
[] Repair Nearby Housing - Our survey crews have evaluated a Capellan-design housing block capable of housing everyone that would need to work at our factory and any supporting facilities. Nice, spacious apartments (for Capellans workers anyway), all that's required is to knock down some walls so that people aren't living in a 3x3x3 meter cube and to apply a paint job - this will drastically lower initial construction costs. 140k construction cost, 100k/year maintenance.
[X] Repair Agricultural Complex - A series of nearly intact (only a few minor cracks) "multi-level agricultural production facilities" can be re-activated and staffed with a minimal number of personnel. These will be capable of producing enough food to feed everyone of the several thousand people currently on the planet and then some. Repairs are really just re-attaching wires and re-activating the water pumps. 40k construction cost, 100k/year maintenance.
[] Raw Material Surveys - Our surveys haven't yet found any mines or boreholes, so, while our fleet is in system, we can get our dropships making detailed ground maps and send some aerospace units or mechs to check out interesting sites and flag them for our on-planet survey crews. No additional cost, but takes time to manage.
Repair Refinery - A slightly beat-up refinery is located nearby that can process the ores into refined materials necessary for the manufacture of standard armor. The equipment is a little rusty, there are no raw materials coming in, we'll need to bring power generators and the roads/rails are completely decayed. But we can get it up and running for when we do need it. The main choice here being whether to have the refining process be manual (like the Capellans had it set up when they abandoned the colony) or if we want to introduce automation - it's considerably more expensive, but then we don't have to hire people to manually taking chunks of metal from one conveyor belt to another.
- [] Semi-Automated 41.25M construction cost, 10.3M/year maintenance
- [] Manual 27.5M construction cost, 6.8M/year maintenance
Repair "Tier II" Factory - Standard Armor This facility needs a little structural reinforcement, the power generator is out, there are no refined materials available to make the finished product, no raw materials available to make the refined materials, no place for the workers to live (and nothing other than money to make them want to live there in the first place), no food for the workers to eat, and nobody to sell all that stuff to anyway. That being said, we can get it ready to go when we get all the support mechanisms set up. As with the refinery, we've got the option to go automated to reduce staffing requirements, or go Capellan-style to reduce costs.
- [] Semi-Automated = 116M C-Bills, 11.6M/year maintenance
- [] Non-Automated = 77.45M C-Bills, 7.7M/year maintenance
[] Reactivate Heat Sink Research Lab This facility looks like everything was shut down gracefully, the power got turned off, the doors locked and everybody left with the expectation of coming back the next day. So we could basically just turn it on and all the equipment will still work and the data will still be there. The main issue is that while we've got plenty of mech techs, we've got nobody with the necessary experience in either theoretical or experimental chemistry and high-energy physics. So until we can invite some folks over to work for us, this facility won't be of much use. 15k "construction" costs, 500k/year maintenance (projected based on current academic salaries and available workspace). Plus we'll probably have to provide "samples" of whatever tech we want these guys to research.
Current budget: 3.97B C-Bills
Current expenditures: 12.5M C-Bills / month (317 months of operating budget)