Let's Play: Battletech via MegaMek (G2)

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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Round 9:
Spoiler:
Image
"... aand there's the other shoe." El Guapo comments as the heavy mechs that got away from Leraje's group emerge from the tunnels below.

A Caesar and a Wolverine emerge from some tunnels to the east, engaging Thud and WestOrEast. The Caesar and Thud battle it out - Thud's Hunchback takes multiple pulse laser blasts to the right torso, greatly reducing armor there, sending a burst from the AC/20 scaping against the heavier mech's right leg. Still, Thud gets the worse of it and has to drop to a knee to avoid faceplanting. Our mechwarrior does manage to scrape some armor off the Caesar's head on the way down. WestOrEast is the recepient of multiple attempts at kicking, but fires up the jump Griffin's jump jets, hopping over the clumsy attempts.

To the west, a lone Penetrator has the bad luck of coming up against Lich's Timber Wolf and Cylus' Grasshopper - it blasts armor off our 75 ton clan mech with pulse lasers. Lich's counterattack causes a center torso armor breach - our mechwarrior fires off some LRMs as well, but the Penetrator's anti-missile system spits minigun rounds out, shooting the warheads down almost as soon as they come out of the Timber Wolf's missile rack. The Penetrator, unbalanced by the loss of so much armor, drops to the ground, snapping its right leg off on the way down. Lich plants the Timber Wolf's foot on the mech's left torso, crunching a bunch of armor to ensure it stays down - the mechwarrior takes the hint and powers down, subsequently climbing out.

Round 10:
Spoiler:
Image
"Freyland, Stefan, help secure the east flank." El Guapo orders. "Lich, Cylus, you're with me. Let's finish this."

Thud struggles to get the Hunchback up while getting pummeled by the Wolverine and Caesar - alerts wail as multiple armor breaches are registered on the torso, and our mechwarrior can see blue coolant fluid spraying out as several heat sinks are hit. The Hunchback gives as good as it gets, blasting through the Caesar's left torso armor with the AC/20 - this causes the heavy mech to stagger and opens it up to a PPC shot from WestOrEast - a blue mist surrounds the mech as it powers down and topples over onto the riverbank.

Round 11:
Spoiler:
Image
The Wolverine continues to harass Thud's Hunchback, pecking away with pulse laser fire and SRMs - a pair of leg actuators go out, and one of the missiles impacts the head. Thud's teeth grind as the mechwarrior returns fire, the autocannon blast going wide, but a pulse laser connecting with the Wolverine's left torso and XL engine shielding.

To the north, El Guapo engages a BattleMaster, backing up as the hostile assault mech emerges from behind a building - clan weapons give the user an advantage at long range, but don't inflict *that* much more damage; so short range is not where you want to be against pulse lasers. The Dire Wolf's pulse lasers, autocannon rounds and LRMs chatter against the assault mech's armor, to not much effect. The Battlemaster returns fire with LRMs, also to little effect, but the mechwarrior is unable to keep it upright due to the incoming firepower.

Round 12:
Spoiler:
Image
The BattleMaster's heat signature goes from the normal "dull red" to "bright blue" in the space of a few pulse laser blasts - it tries to get away, but El Guapo gives chase. The hostile mech's pulse lasers gouge out chunks of the Dire Wolf's thick armor, but not nearly as much.

To the east, WestOrEast and Stefan manage to peel the Wolverine off of Thud - as it's distracted engaging WestOrEast's Griffin and dodging a PPC blast, Stefan puts a laser through its SRM ammo bin. The left arm goes flying off into the distance and blow-out panels in the back redirect the blast, but the XL engine shuts down, dropping the mech into the river.

"All right guys. There's three of you, one shot to crap, and six of us, including a bunch of clan tech." El Guapo calls out over the general frequency. "Power down, and you get to keep your mechs once the war is over." He pauses. "Or, we can do this the hard way."

For once, the hostiles choose to do it the easy way. Perhaps watching a Dire Wolf take a BattleMaster apart in about twenty seconds helped.

---

Shortly, the Dragoons Civil War comes to an end. Alpin Wolf, lured into an "unfavorable combat situation" by Maeve's forces and the machinations of "THE Wolf" (and, apparently some personal taunts), is killed in a duel between her Thunderbolt and his Thor (which everyone in our company agrees is just embarrasing - getting beat by a lighter and crappier-tech mech).

With the death of their leader (or figurehead, depending on who you ask), the "rebel" Dragoons stand down and re-acknowledge Jaime Wolf's authority over the organization. It will take them some time to rebuild from the losses they took. As for a lot of the smaller merc companies that chose to become involved, this was a complete meatgrinder and there's a lot of dispossessed mechwarriors (and machines missing mechwarriors) out there, and a lot of techs suddenly looking for work. We took a good amount of damage, losing a substantial portion of our combat vehicles and crews, but avoided losing any mechs. Losing a mechwarrior stings, and we have to dig into our clan tech stores to replace some of the damaged equipment, but in the end, we came out pretty well.

9B, disappointed by the infighting within the Wolf's Dragoons, offers to join us permanently - she's not one of their home-grown mechwarriors, and while the tech is good, the organization is just too big. And, she admits during the conversation, she doesn't really want to work any more with the actual clanners that they've let join. We assure her that we'll still be fighting against the clans when the opportunity comes up.

Considering our role in helping the Dragoons out, we do get a good pick of salvage as everyone sorts through the wreckage. In addition, we're keeping all the standard-tech mechs and the tanks that we salvaged, including an Alacorn tank (you know how a Schreck PPC carrier has three PPCs? Replace the PPCs with gauss rifles).

Here are our choices, including mechs that we opted not to salvage from previous battles. Pick 3 (1 due to banked salvaged, 2 due to victory here)
[] Wolverine WVR-7D;
This 55-ton jumping mech is a straight upgrade to the original WVR-6R - packing an Ultra AC/5 and a medium pulse laser along with a MASC system to make it go faster. An XL engine and ferro-fibrous armor allow the spare mass for all these upgrades, while CASE prevents total destruction in the event of an ammo detonation (it'll still shut down though - the XL engine sticks out too far). This particular one will need a rebuild of its left torso section, and we'll need to dry the left arm out. These make an excellent choice for our version of "recon" lances.

[] Caesar CES-3R; Left torso destroyed, pulse laser destroyed
[] Caesar CES-3R; Head, left torso, right arm destroyed; lower leg actuator damaged, 2 pulse lasers, ER PPC destroyed
We already have one of these 70-ton mechs, so the novelty value has worn off. It brings a PPC and a gauss rifle to the table for long-range firepower, and four medium pulse lasers for close up work (two of which we'll have to rotate forward). Armor protection can be described as "average", which isn't that great for an "average-mobility" mech. An XL engine allows room for all this equipment and extra double heat sinks which can't quite keep up with the full weapons load. CASE is included as standard, which is pretty nice and makes the mech more durable over the long term. We've got two we can ask to have - a less beat-up one and a more beat-up one. The latter, we're more likely to actually get, but it's more spare parts than anything else.

[] Penetrator PTR-4D; right leg destroyed, cockpit destroyed
A 75-ton monster, this would almost be classified as a disco-mech if it wasn't for the anti-missile system installed in the center torso. Otherwise, it's got two extended-range lasers in the arms for long-range firepower and six medium pulses in the torso for short-range. Double heat sinks allow for bracket fire, while jump jets give good maneuverability options. A standard fusion engine, internal structure and standard armor greatly improve maintainability.

[] Enforcer ENF-5D; left torso/arm destroyed, left hip damaged; all weapons destroyed
This 50-ton mech is at the lower end of our desired mass, but it's a significant upgrade over the original model, which was kind of slow and dumpy if we're being honest. An XL engine and ferro-fibrous armor allowed the designers to crank up the maximum speed by 20% so it can keep up with the Griffins and Wolverines of the Inner Sphere, while the autocannon has been upgraded to an LBX model. It's still got the large laser in the other arm and a dinky little small laser to fill that last half ton. With its speed profile, it can now fit into our recon lances, but this one is pretty beat up.

[] Hatchetman HCT-5S; right torso destroyed
This upgrade to the original Hatchetman uses an XL engine to increase speed so that it can actually catch up to the mechs its trying to whack with an axe. At least that's what Isgrimnur Mk I would have suggested. What this version does instead is use the mass savings from the engine and ferro-fibrous armor to max out the armor and replace the two standard medium lasers with three pulses, while changing the standard autocannon to an LBX. Still, this 45-tonner can't quite be ignored, especially in the hands of someone who knows how to swing the hatchet properly.

[] Bandersnatch BNDR-01A; head destroyed, LRM/5 launcher destroyed
This 75-ton mech from one of our earlier battles is apparently based on the Marauder chassis, but has nothing in common with it otherwise. Packing twin LBX autocannons and fifteen LRM tubes for long-range firepower, it brings six medium lasers to the table for short-range work. The many, many tons of ammo are protected by CASE and double heat sinks keep things relatively cool. The XL engine gives it average speed, while the armor protection is... average at best. This particular one will need a new head.

[] Warhammer WHM-7M; right torso destroyed, medium laser, SRM/6, MG destroyed
This 70-tonner is a reasonable upgrade to the standard WRM-6R model; the PPCs have been upgraded to extended-range models, one of the machineguns has been replaced with anti-missile systems and the heat sinks have been upgraded to doubles. Lack of CASE retains the risk of ammo blowing everything sky high. This one is missing about half of its guns and the right torso section. We'll probably have to do some customization work on it, since everybody agrees that there's no need for a full ton of machine gun ammo next to the reactor.

[] Warhammer WHM-7S; Right torso, left torso destroyed
This is basically two ER PPCs and a thin sliver of a mech. In principle, it's got two pulse lasers and two Streak SRM/2 launchers as well as two small lasers; double heat sinks allow much improved weapon operation. Certainly a lot less ammo to blow up, but CASE would have been nice.

[] Stalker STK-5M; cockpit destroyed; SRM/6 and Narc launcher destroyed
This upgrade of the venerable and respected assault mech doesn't do anything fancy. The heat sinks have been upgraded to doubles (although heat management is still required), while the large laser count has been reduced to just one. Instead of the second laser, it has a Narc launcher (currently inoperable) and all the many many tons of ammo have been upgraded to be able to home in on the Narc beacons. Lack of CASE probably means it'll blow sky high especially since half the ammo is stored in the arms.

[] Rifleman RFL-5M; cockpit destroyed, left arm, left leg destroyed
A simple but effective iteration on the original 3N, this replaces the standard autocannons with ultra versions (while keeping the same amount of ammo, meaning it runs out even faster) while upgrading the heat sinks to doubles, which solves the Rifleman's main problem. CASE prevents the autocannon ammo from blowing the entire mech to bits.

[] Orion ON1-M; left torso, left arm destroyed, right shoulder actuator damaged; half weapons load destroyed
By installing an XL engine and double heat sinks, the designers were able to solve the classic model's overheating issues while adding a lot of extra firepower - the LRM launcher has gone from 15 to 20 tubes, a Narc launcher was added to tag hostiles for all the Narc-capable ammo this mech fires, and the autocannon was upgraded to an LBX. CASE prevented this particular one from being annihilated by redirecting the force of the explosion out the back when all the SIX TONS of ammo stored in its left torso blew.

[] Marauder MAD-5D; left torso destroyed
Similar to the 3D model, the 5D mounts twin PPCs (one in each arm), two lasers and a dorsal large laser. All lasers are pulse models, while the PPCs are extended-range. For some reason, the designers also stuck a streak SRM/2 launcher into the left torso along with a ton of ammo. Which was promptly detonated when we engaged that mech. Luckily, CASE prevented its total destruction. An XL engine and double heat sinks allow the operation of all these weapons.

AN:
Spoiler:
The name of the relevant novel is "Wolf Pack".
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

Wow. That's... a lot of choices.

And I know very little about the mechs and their load-outs. So I yield my decision to the 'tech-nerds' among us. :D

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Re: Let's Play: Battletech via MegaMek (G2)

Post by Isgrimnur »

NickAragua wrote: Thu Jul 28, 2022 1:24 pm [] Hatchetman HCT-5S; right torso destroyed
This upgrade to the original Hatchetman uses an XL engine to increase speed so that it can actually catch up to the mechs its trying to whack with an axe. At least that's what Isgrimnur Mk I would have suggested. What this version does instead is use the mass savings from the engine and ferro-fibrous armor to max out the armor and replace the two standard medium lasers with three pulses, while changing the standard autocannon to an LBX. Still, this 45-tonner can't quite be ignored, especially in the hands of someone who knows how to swing the hatchet properly.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

[X] Warhammer WHM-7M; right torso destroyed, medium laser, SRM/6, MG destroyed
[X] Penetrator PTR-4D; right leg destroyed, cockpit destroyed
[X] Marauder MAD-5D; left torso destroyed

These seem like the best options - good weight, good equipment, useful, not totally destroyed.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

CASE is a really good feature to have so I'd take a closer look at those mechs for starters.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TotallyNotEvil »

The Penetrator is like a perfected Grasshopper- in fact, we could swap the armor for FF pretty easily and make it downright amazing. Even with less-than-ideal IS MPLs. So that should go in.

[x] Penetrator PTR-4D; right leg destroyed, cockpit destroyed

The Orion is a pretty solid, all-business machine. LBX-10 and LRM20, with an SRM4 and a pair of MLs for close-in, it's not remotely glamorous, but it gets the job done. Easy to tweak, too, as it carries a frivolous second ton of SRM ammo.

[X] Orion ON1-M; left torso, left arm destroyed, right shoulder actuator damaged; half weapons load destroyed

I'm torn between the Bandersnatch and the Marauder, they have pretty comparable chassis. The Bandersnatch could also benefit from a FF upgrade- exactly so, in fact, which helps a fair bit with armor, but in the end, the Marauder 5D, while it's way more beat up and carries an horrendous IS LPL, actually jumps, so I say we go with it, yank the SSRM-2 that completely idiotic, and make it great. In fact, by yanking the SSRM and the LPL, one could precisely fit in an ERLL and just enough DHS to fire all three long range guns.

[X] Marauder MAD-5D; left torso destroyed
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

I am surprised my Nova didn't contribute more. I feel apologetic.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

[] Wolverine WVR-7D
Nice for recon in force missions

[] Marauder MAD-5D
And I agree with pulling the SRM and putting something useful in there

[] Orion ON1-M
As was said, all business.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TotallyNotEvil »

Hey Nick, considering we will have to refurbish these anyway, how hard is it to install CASE?

For that matter, how hard are conversions to other established models, as opposed to custom jobs?

We are on Outreach after all, our refurb station :D

I'm starting to consider the Wolverine, it'd fit in real nice in our faster lances...

But I really don't like the Ultra AC/5.

If we could turn the Wolvie into a 7M-with-CASE-and-FF, and the Marauder into a 5S with some extra ammo... I'd drop the Orion for the Wolvie.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

TotallyNotEvil wrote: Thu Jul 28, 2022 6:50 pm Hey Nick, considering we will have to refurbish these anyway, how hard is it to install CASE?

For that matter, how hard are conversions to other established models, as opposed to custom jobs?

We are on Outreach after all, our refurb station :D

I'm starting to consider the Wolverine, it'd fit in real nice in our faster lances...

But I really don't like the Ultra AC/5.

If we could turn the Wolvie into a 7M-with-CASE-and-FF, and the Marauder into a 5S with some extra ammo... I'd drop the Orion for the Wolvie.
Conversions to other established models take half the time that it would take to do the customization job "manually" - manufacturers sell whole refit kits with all the necessary parts, instructions and software updates. You still need the appropriate facilities to carry out whatever changes are being made, though.

Installing CASE "manually" is a Class D refit - a little easier than an engine swap.

We can do both on Outreach, although the local refit facilities and factories are likely to be pretty backed up with repairs and customization orders, given what just happened - even though the damage to critical facilities was low (neither side had any interest in destroying their own infrastructure), a lot of mechs and tanks got shot up pretty good.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TotallyNotEvil »

NickAragua wrote: Thu Jul 28, 2022 8:26 pm
TotallyNotEvil wrote: Thu Jul 28, 2022 6:50 pm Hey Nick, considering we will have to refurbish these anyway, how hard is it to install CASE?

For that matter, how hard are conversions to other established models, as opposed to custom jobs?

We are on Outreach after all, our refurb station :D

I'm starting to consider the Wolverine, it'd fit in real nice in our faster lances...

But I really don't like the Ultra AC/5.

If we could turn the Wolvie into a 7M-with-CASE-and-FF, and the Marauder into a 5S with some extra ammo... I'd drop the Orion for the Wolvie.
Conversions to other established models take half the time that it would take to do the customization job "manually" - manufacturers sell whole refit kits with all the necessary parts, instructions and software updates. You still need the appropriate facilities to carry out whatever changes are being made, though.

Installing CASE "manually" is a Class D refit - a little easier than an engine swap.

We can do both on Outreach, although the local refit facilities and factories are likely to be pretty backed up with repairs and customization orders, given what just happened - even though the damage to critical facilities was low (neither side had any interest in destroying their own infrastructure), a lot of mechs and tanks got shot up pretty good.
Ok, here's what I'm thinking:

-> The Penetrator is pretty fine (unless we can get the 6T refit, can we? Maybe even manually, if Targeting Computers are buyable?). We can at least FF it tho.
-> The Marauder can be turned into a modified 5S, where one MPL is dropped for one ton of armor and one ton of gauss ammo, while FF-ing it.
-> The Wolverine we turn into a 7M, with half a ton less armor (for CASE) and FF-ing the armor.

What do you guys think? I believe this would be a valuable addition to our forces- the Penetrator is like a nice level 2 Grasshopper, the Marauder is essentially Leraje's old ride and it's amazing, and the Wolvie would similarly be almost as good a 5/8/5 mover the IS gets.

I will change my vote to these three.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

TotallyNotEvil wrote: Thu Jul 28, 2022 9:15 pm
NickAragua wrote: Thu Jul 28, 2022 8:26 pm
TotallyNotEvil wrote: Thu Jul 28, 2022 6:50 pm Hey Nick, considering we will have to refurbish these anyway, how hard is it to install CASE?

For that matter, how hard are conversions to other established models, as opposed to custom jobs?

We are on Outreach after all, our refurb station :D

I'm starting to consider the Wolverine, it'd fit in real nice in our faster lances...

But I really don't like the Ultra AC/5.

If we could turn the Wolvie into a 7M-with-CASE-and-FF, and the Marauder into a 5S with some extra ammo... I'd drop the Orion for the Wolvie.
Conversions to other established models take half the time that it would take to do the customization job "manually" - manufacturers sell whole refit kits with all the necessary parts, instructions and software updates. You still need the appropriate facilities to carry out whatever changes are being made, though.

Installing CASE "manually" is a Class D refit - a little easier than an engine swap.

We can do both on Outreach, although the local refit facilities and factories are likely to be pretty backed up with repairs and customization orders, given what just happened - even though the damage to critical facilities was low (neither side had any interest in destroying their own infrastructure), a lot of mechs and tanks got shot up pretty good.
Ok, here's what I'm thinking:

-> The Penetrator is pretty fine (unless we can get the 6T refit, can we? Maybe even manually, if Targeting Computers are buyable?). We can at least FF it tho.
-> The Marauder can be turned into a modified 5S, where one MPL is dropped for one ton of armor and one ton of gauss ammo, while FF-ing it.
-> The Wolverine we turn into a 7M, with half a ton less armor (for CASE) and FF-ing the armor.

What do you guys think? I believe this would be a valuable addition to our forces- the Penetrator is like a nice level 2 Grasshopper, the Marauder is essentially Leraje's old ride and it's amazing, and the Wolvie would similarly be almost as good a 5/8/5 mover the IS gets.

I will change my vote to these three.
Sounds like a plan. SRM2 definitely gotta go. Overall I'm a huge proponent of disco-mechs, unless it's Gauss, (U)AC20 or 60+ LRM tubes.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TotallyNotEvil »

TheMix wrote: Thu Jul 28, 2022 1:31 pm Wow. That's... a lot of choices.

And I know very little about the mechs and their load-outs. So I yield my decision to the 'tech-nerds' among us. :D
Could I lobby for your support? ;)
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

TotallyNotEvil wrote: Fri Jul 29, 2022 10:20 pm
TheMix wrote: Thu Jul 28, 2022 1:31 pm Wow. That's... a lot of choices.

And I know very little about the mechs and their load-outs. So I yield my decision to the 'tech-nerds' among us. :D
Could I lobby for your support? ;)
Um. Sure!

What he said. Since he's definitely not bad. Definitely a good guy.

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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

TheMix wrote: Fri Jul 29, 2022 11:37 pm
TotallyNotEvil wrote: Fri Jul 29, 2022 10:20 pm
TheMix wrote: Thu Jul 28, 2022 1:31 pm Wow. That's... a lot of choices.

And I know very little about the mechs and their load-outs. So I yield my decision to the 'tech-nerds' among us. :D
Could I lobby for your support? ;)
Um. Sure!

What he said. Since he's definitely not bad. Definitely a good guy.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

I was interested in the Penetrator because it seems to jump and kill so efficiently with its double heat sinks. In the end I chose differently because it didn't have CASE listed.

But if it doesn't have CASE and we can get that installed eventually I'd switch from the Orion to the Penetrator because its mobility is an asset. Also just saying Penetrator feels dirty like it's some nasty sex toy so my juvenile id says bring on the Penetrator!
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TotallyNotEvil »

$iljanus wrote: Sat Jul 30, 2022 10:40 am I was interested in the Penetrator because it seems to jump and kill so efficiently with its double heat sinks. In the end I chose differently because it didn't have CASE listed.

But if it doesn't have CASE and we can get that installed eventually I'd switch from the Orion to the Penetrator because its mobility is an asset. Also just saying Penetrator feels dirty like it's some nasty sex toy so my juvenile id says bring on the Penetrator!
I mean, the one thing that explodes is the AMS ammo, but sure, we can do that.
Leraje wrote: Sat Jul 30, 2022 12:06 am
TheMix wrote: Fri Jul 29, 2022 11:37 pm
TotallyNotEvil wrote: Fri Jul 29, 2022 10:20 pm
TheMix wrote: Thu Jul 28, 2022 1:31 pm Wow. That's... a lot of choices.

And I know very little about the mechs and their load-outs. So I yield my decision to the 'tech-nerds' among us. :D
Could I lobby for your support? ;)
Um. Sure!

What he said. Since he's definitely not bad. Definitely a good guy.
Why is it that every time I actually read Evil's full nickname the following comes to mind
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Hyena »

TotallyNotEvil wrote: Thu Jul 28, 2022 9:15 pm
NickAragua wrote: Thu Jul 28, 2022 8:26 pm
TotallyNotEvil wrote: Thu Jul 28, 2022 6:50 pm Hey Nick, considering we will have to refurbish these anyway, how hard is it to install CASE?

For that matter, how hard are conversions to other established models, as opposed to custom jobs?

We are on Outreach after all, our refurb station :D

I'm starting to consider the Wolverine, it'd fit in real nice in our faster lances...

But I really don't like the Ultra AC/5.

If we could turn the Wolvie into a 7M-with-CASE-and-FF, and the Marauder into a 5S with some extra ammo... I'd drop the Orion for the Wolvie.
Conversions to other established models take half the time that it would take to do the customization job "manually" - manufacturers sell whole refit kits with all the necessary parts, instructions and software updates. You still need the appropriate facilities to carry out whatever changes are being made, though.

Installing CASE "manually" is a Class D refit - a little easier than an engine swap.

We can do both on Outreach, although the local refit facilities and factories are likely to be pretty backed up with repairs and customization orders, given what just happened - even though the damage to critical facilities was low (neither side had any interest in destroying their own infrastructure), a lot of mechs and tanks got shot up pretty good.
Ok, here's what I'm thinking:

-> The Penetrator is pretty fine (unless we can get the 6T refit, can we? Maybe even manually, if Targeting Computers are buyable?). We can at least FF it tho.
-> The Marauder can be turned into a modified 5S, where one MPL is dropped for one ton of armor and one ton of gauss ammo, while FF-ing it.
-> The Wolverine we turn into a 7M, with half a ton less armor (for CASE) and FF-ing the armor.

What do you guys think? I believe this would be a valuable addition to our forces- the Penetrator is like a nice level 2 Grasshopper, the Marauder is essentially Leraje's old ride and it's amazing, and the Wolvie would similarly be almost as good a 5/8/5 mover the IS gets.

I will change my vote to these three.
I'll throw my vote in on this, as well.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Hyena wrote: Sun Jul 31, 2022 2:36 pm
TotallyNotEvil wrote: Thu Jul 28, 2022 9:15 pm
NickAragua wrote: Thu Jul 28, 2022 8:26 pm
TotallyNotEvil wrote: Thu Jul 28, 2022 6:50 pm Hey Nick, considering we will have to refurbish these anyway, how hard is it to install CASE?

For that matter, how hard are conversions to other established models, as opposed to custom jobs?

We are on Outreach after all, our refurb station :D

I'm starting to consider the Wolverine, it'd fit in real nice in our faster lances...

But I really don't like the Ultra AC/5.

If we could turn the Wolvie into a 7M-with-CASE-and-FF, and the Marauder into a 5S with some extra ammo... I'd drop the Orion for the Wolvie.
Conversions to other established models take half the time that it would take to do the customization job "manually" - manufacturers sell whole refit kits with all the necessary parts, instructions and software updates. You still need the appropriate facilities to carry out whatever changes are being made, though.

Installing CASE "manually" is a Class D refit - a little easier than an engine swap.

We can do both on Outreach, although the local refit facilities and factories are likely to be pretty backed up with repairs and customization orders, given what just happened - even though the damage to critical facilities was low (neither side had any interest in destroying their own infrastructure), a lot of mechs and tanks got shot up pretty good.
Ok, here's what I'm thinking:

-> The Penetrator is pretty fine (unless we can get the 6T refit, can we? Maybe even manually, if Targeting Computers are buyable?). We can at least FF it tho.
-> The Marauder can be turned into a modified 5S, where one MPL is dropped for one ton of armor and one ton of gauss ammo, while FF-ing it.
-> The Wolverine we turn into a 7M, with half a ton less armor (for CASE) and FF-ing the armor.

What do you guys think? I believe this would be a valuable addition to our forces- the Penetrator is like a nice level 2 Grasshopper, the Marauder is essentially Leraje's old ride and it's amazing, and the Wolvie would similarly be almost as good a 5/8/5 mover the IS gets.

I will change my vote to these three.
I'll throw my vote in on this, as well.
I support Bones' plan.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by moleymoleymoley »

I like the penetrator and Wolverine, slap some of our extra clan tech on there if necessary, but I'm not a fan of modifying the mechs to be honest, it's too easy to end up with an untouchable lance which makes it boring.

Having said that, nick is excellent at evening the odds so....
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Vote Results:
Spoiler:
Penetrator, Marauder, Wolverine ||||||| - almost unanimous
The Dragoons accept our salvage requests - "What you've saved us in losses is probably in excess to what you're keeping - but we have to leave some mechs for ourselves, too." Maeve tells our command staff with a grin, then looks at 9B. "Take care of her, she's a good mechwarrior. Sorry things didn't work out for you here."

The two women shake hands, and that's the end of that.

Over the next few weeks, we stick around to carry out repairs and minor customization jobs - the on-world factories are backed up for months, so it'll take us time to make any repairs or customizations for which we don't already have the parts in stock. Some of the biggest offenders for repair times:

Thud's Hunchback (basically every part needs repairs, including the left arm, which is missing basically every component)
Moneyshot's Hunchback (full head rebuild - and the small laser takes almost a whole day to re-mount)
Wolf's Hellbringer (full head rebuild)
Lich's Timber Wolf (clan-spec armor is apparently really hard to replace)
Hyena's Timber Wolf (when water gets into a clan-spec XL engine and into the gyro... also, 2 million C-Bills worth of spare parts)
Salvaged Marauder MAD-5D (mostly problems with the XL engine)
SgtSoldier's Phoenix Hawk (that right arm was hanging by a couple of myomer bundles)

---

"Hey, Howard, come take a look at this." one of the techs says as he's stripping armor off a salvaged Scorpion tank to get at the main sensor package (so we can use the spare parts to fix one of our hovertanks). "You ever notice that the Capellan variant of the Scorpion has a ton of cargo space?"

"No." Howard replies. "What do you suppose they keep in there?"

"Hell if I know. Maybe that's where the political officers sit?"

Howard shakes his head. "Nah, not enough golden chairs and you really need direct access to the crew compartment in case someone needs to be shot right away."

"Yeah, I suppose." the tech replies before firing up the welding torch again.

---

December 30, 3053
Harlech, Outreach

Zenn7 stares at the ComStar logo blinking on his comms terminal, as the 'decrypting message' progress bar slowly ticks towards completion. Most messages that come into a local HPG can just be retrieved remotely for a nominal price, paid for by the sender. Sometimes, though, the sender springs to have the message hand-delivered, most times by one of their white robed and hooded acolytes. When a Precentor seeks you out, it means somebody either paid a lot of C-Bills or they took a look at the message (encryption notwithstanding) and decided that it's important enough to have a big-shot hand it to you personally.

Zanthe "Scrub" Pappathanassiou's face emerges from behind the decryption bar. Even though she only retired three years ago and is just in her mid-forties, she now has gray streaks in her dark red hair.

"Hi, Yu." she begins. "I've got some good news and some bad news. The good news is that our colony's been doing pretty well. Ever since you guys cleaned up that pirate problem, we've been able to get some of the factories re-activated, producing... " she pauses. "... well, it's not important and I'm on the clock. With investment from the money you guys sent back, we've been able to grow the colony and make some money selling equipment to the surrounding systems. In fact, we've grown enough to be noticed by the big fish - the two varieties of Capellans and the Feds have all sent envoys seeking diplomatic ties and all that stuff."

A bitter smile emerges on her face. "... the bad news is that we've grown big enough to be noticed by the big fish. Now, I know that all of our mechwarriors that we have here are mercs, so I can appreciate wanting a good payday. But honestly, I thought..." she sighs. "... I thought personal loyalty would count for something."

"Anyway, I'm sending this message through a neutral jumpship, so you'll be getting it a week or two from now. But anyway, every mechwarrior, aerospace jock, tank operator and dropship crew that was in-system has declared for FedCom. Effectively, Dowles is no longer an independent world." she smirks. "Guess all that Lyran money is good for something, eh?"

"I know that those of you who are on Outreach now never much cared for settling down; some of you probably haven't even been here. Hell, the only thing that settled me down was losing my arm." she pauses. "... and the kid. But that was after the arm. Anyway, most of you guys have either never seen the place or don't care. And, honestly, Archon/Regent Steiner isn't even that bad as far as galactic overlords go." Scrub pauses, her face scrunching up a little. "Although some of her kids seem a little uh... well, anyway. Rayhan* opted to retire, so the Feds offered me the governorship as long as I toe the line. But I dunno, it just doesn't feel right. We built this place up ourselves and put a lot of effort into it, and now they're just going to throw a couple billion C-Bills at it and it's theirs?"

"So anyway, long story short, I've got a... " Scrub holds up two pairs of fingers, wiggling them to form scare quotes "... contract for you guys. Zero pay, hundred percent salvage. Of what should be our equipment in the first place - it's a mixture of Star League and Succession Wars gear, you know what we had. No allied units, no employer liaisons, no transport coverage, or any of that stuff. I want to take back our world. Run our former guys off - they don't have any actual FedCom military here - and get the Feds to realize it's not worth what they're paying for it. Maybe get the St. Ives people or the Capellans to help guarantee our neutrality." she chuckles. "Pretty tall order for the latter, but I doubt they want FedCom adding another world on their border. As for the former, they may be buddies with FedCom, but they've got their own agenda."

"I know we're mercenaries, and usually we get paid for this stuff." Scrub begins. "And I don't even know if this is the right thing to do for our families down here. Maybe they'd be ok being under FedCom rule instead of living a frontier life on an independent world, never mind that it was an abandoned Capellan colony from back in the early Succession Wars. But it's complete bullshit." she slams her non-replacement fist on the table she's sitting at, then leans down, putting the same hand over her face momentarily before regaining her composure.

"I won't blame you, or anyone else under your command if you choose not to come. We'll be fighting our own people, and they're no slouches, and for what, the right to fly our own flag and not pay FedCom taxes and some abstract concept of independence?" she shakes her head, then laughs. "God, my husband is going to divorce me over this - he may be retired, but he's a Davion guy through and through."

"Anyway. I'm attaching the name of a jumpship that passes through here once every month on their route. Send a message through them if you're coming. Or if you're not. Use good encryption, obviously. See you around, Yu."

The message ends, to be replaced by the ComStar logo as Zenn7 continues staring at the screen.

(Vote on an individual basis. Mechwarriors whose vote does not match the decision ultimately made may feel differently and leave the company.)
[] None of our business any more.
[] We're coming back.


AN:
Spoiler:
Major Rayhan "Gbasden" Ashimov - Gbasden Mk I, the second commander of the Octopus Overlords, oversaw company expansion from company-size mech only force to batallion-size combined arms force, successfully retired to become Dowles planetary governor
Major Zanthe "Scrub" Pappathanassiou - third commander of the Octopus Overlords, retired following arm loss during combat in the clan invasion

I think we can expect another few GM-ed missions if we take this "contract".
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TotallyNotEvil »

Not gonna lie, this:
We'll be fighting our own people, and they're no slouches, and for what, the right to fly our own flag and not pay FedCom taxes and some abstract concept of independence?"
Makes it a really hard sell.

If literally every single one of the Ol' Overlords voted to stay FedCom, from techies to Majors... What are we fighting for?

Joining the FedCom is not bad! Sure, we pay some taxes, but now we are one of the eight hundred pounds of interstellar gorilla that is the FedCom.

It's not like they are appointing a random fourth son of some Tharkad bigwig to be governor. That I could see the problem with.

But while we'd fly their flag, it's still our planet, because it's our governor. Our officers that make up the de-facto nobility.

So I honestly have no issue following the will of the entirety of the retired Overlords instead of Scrub's.

Or am I getting something wrong?

[X] None of our business any more.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

TotallyNotEvil wrote: Wed Aug 03, 2022 3:30 pm Not gonna lie, this:
We'll be fighting our own people, and they're no slouches, and for what, the right to fly our own flag and not pay FedCom taxes and some abstract concept of independence?"
Makes it a really hard sell.

If literally every single one of the Ol' Overlords voted to stay FedCom, from techies to Majors... What are we fighting for?

Joining the FedCom is not bad! Sure, we pay some taxes, but now we are one of the eight hundred pounds of interstellar gorilla that is the FedCom.

It's not like they are appointing a random fourth son of some Tharkad bigwig to be governor. That I could see the problem with.

But while we'd fly their flag, it's still our planet, because it's our governor. Our officers that make up the de-facto nobility.

So I honestly have no issue following the will of the entirety of the retired Overlords instead of Scrub's.

Or am I getting something wrong?

[X] None of our business any more.
Yeah, I agree with this. What Scrub is proposing is essentially both a civil war and a revolution against a super power. Even if victorious, it's going to be completely devastating to the colony and our manufacturing facilities. On top of that, what are the odds that the colony is going to emerge independent? I think there's a decent chance that the Capellans and/or the St. Ives people send forces to "guarantee our neutrality", but like...what are the odds that they leave afterwards if we win?

Just seems like a poorly thought out plan. I get the independence streak but....hardly seems worth all the suffering.

That said, if the company votes to join, then I'll go along.

[Also OOC, as a player this sounds fun and I'd want to do the missions, but in-game it seems crazy]
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Re: Let's Play: Battletech via MegaMek (G2)

Post by AWS260 »

AWS is well-known for wise and thoughtful decisions, so...
NickAragua wrote: Wed Aug 03, 2022 2:46 pm [X] We're coming back.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zarathud »

Does FedCom pay nice bribes to our retirees? Because once a merc, always a merc. If they’re paid well, and we’re paid for our own investment, I’m fine with it.

But if they’re stealing the OO property without compensation it’s time to kick ass until reparations are paid.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Leraje »

NickAragua wrote: Wed Aug 03, 2022 2:46 pm [x] None of our business any more.
[] We're coming back.
To be honest, staying independent as a successful colony in a middle of Inner Sphere is a pipe dream. You end up either as a puppet state or fully absorbed. And as far as absorption goes, FedCom isn't the worst. Also if I understood correctly, FedCom is planning to funnel money into world development and not simply nationalizing our property.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

I think I'm with the "None of Our Business" crowd.

There have been some good arguments made.

Though a question I had is, what do the people think? Not our people running the show and/or providing security, but the "regular" people? Seems like a better idea would have been a referendum or something. But maybe that's not how it works any more. Seems weird that you can basically bribe the security for a planet and have it become your planet...

I'd like to know more about the "agreement", if there was one. What does the planet get? What does it give? Taxes? But they no longer have to foot the bill for the security? And there is some additional safety with the weight of the Federation behind the planet?

As Leraje said, it was probably a pipe dream to think the planet would stay neutral. And I also want to make sure that we aren't going to lose our property. My understanding is that we have a lot of holdings/major stake in the planet. If FedCom is going to just take what's ours, that would be a different kettle of fish.

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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

I know Wolf's Dragoons got their own planet (Outreach) - have any other merc companies gotten anything similar (not out in BFE/periphery)?

How does it work for other large/major merc companies? They just get a world they can call home, but don't own (more or less, what we will have if we don't return?)

If we don't return, how will this impact our continued operations?
What about all that gear we had there - is that our "salvage" we're fighting for? If we don't fight for it, what compensation are we getting?
Will we still have our full current warchest?
Didn't we leave like a whole battalion there? When we are talking fighting, are we talking our current Outreach company+ vs that battalion?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Freyland »

My initial vote is "none of our business", subject to change based on answers from earlier posts.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by El Guapo »

Zenn7 wrote: Thu Aug 04, 2022 12:29 am I know Wolf's Dragoons got their own planet (Outreach) - have any other merc companies gotten anything similar (not out in BFE/periphery)?

How does it work for other large/major merc companies? They just get a world they can call home, but don't own (more or less, what we will have if we don't return?)

If we don't return, how will this impact our continued operations?
What about all that gear we had there - is that our "salvage" we're fighting for? If we don't fight for it, what compensation are we getting?
Will we still have our full current warchest?
Didn't we leave like a whole battalion there? When we are talking fighting, are we talking our current Outreach company+ vs that battalion?
Yeah, these are good questions. Can we continue to use the planet as 'our home base' if Davion takes sovereignty over it? Will that restrict our use of it for that in a meaningful way? Does it mean that Davion citizens will have the right to move there if they are so inclined?

And yeah....are we losing any of our stuff?
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

Woof, lots of stuff to discuss.

- The Overlords who've been staying on Dowles must have gotten paid pretty good, since we're not exactly cheapskates in the pay department. But in the end, Steiner money > our money.

- The residents of Dowles (population in the tens of thousands) fall into two broad categories - Overlords families (a minority) and local industrial/agricultural/infrastructure employees. The latter could care less as long as they still get paid, can feed/house their families, there aren't bombs going off everywhere and they're not randomly getting tossed into prisons. The former have mixed opinions (and there have been quite a few fights, breakups, divorces, people leaving, etc).

- It's likely that nothing much will change in terms of day-to-day lives for the people living on the planet. The mechwarriors etc who opted to join FedCom will likely become a command under the regional authority (the Capellan March) - FedCom is ok with private mech ownership as long as the owner isn't taking contracts against FedCom interests. The planet will be expected to contribute to the FedCom war machine, both in military detachments and in produced goods. As far as security goes, it's possible that FedCom will respond to threats made to the planet, but since there's no HPG, that response time is on the order of weeks to months - so, effectively, Dowles will be on its own. Being under FedCom isn't really a guarantee of safety - their border worlds get raided all the time.

- There is precedent for non-Wolf's-Dragoons merc companies getting their own worlds. For example, the Northwind Highlanders were given Northwind by the Federated Commonwealth during the 4th Succession War - in exchange for ditching their Capellan employers and repelling the on-going Kurita attack on Northwind at the time (although rumor has it that there's been some tension between the Highlanders and FedCom recently). If we wanted to, we *could* get in on the deal, but that would require foregoing the opportunity to work with anyone other than FedCom; also, historically, that sort of thing leads to units just straight up being absorbed into the larger organization.

- Our active mercenary company will retain their equipment - we're not on Dowles and were not offered the "retainer". But anything that's not currently on Outreach with us will no longer be available to us. We command pretty good payment for our services, so money is likely to continue not being an issue, although we will take a good hit to our bank accounts depending on who holds which liquid assets.

- If we do choose to come back and fight, it'll be our two mech companies with some aerospace, tank and infantry support against about a battalion's worth of mechs with unknown amounts of aerospace, tank and infantry support. The off-world Overlords are elites with mixed clan and star league equipment, while the on-world folks have a much smaller density of "the good stuff". It is stuff that we've acquired over the years, so the mechs will be mildly to heavily customized, but with a lot of lower-tech equipment. So, we'll be outnumbered, but are better trained and equipped.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Captainwolfer »

NickAragua wrote: Thu Aug 04, 2022 11:23 am - Our active mercenary company will retain their equipment - we're not on Dowles and were not offered the "retainer". But anything that's not currently on Outreach with us will no longer be available to us. We command pretty good payment for our services, so money is likely to continue not being an issue, although we will take a good hit to our bank accounts depending on who holds which liquid assets.
So functionally, we still have everything we need for what we normally do, including the dropships and jumpships that we actively use, correct?

If so, not worth it in my opinion
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Re: Let's Play: Battletech via MegaMek (G2)

Post by $iljanus »

I’m a bit tempted by the concept of fighting to maintain our independence. How bad does FedCom want the planet though because if they decide to get pissy about it I think that in the long term we’d be screwed.

Also, if the majority on the planet want to throw their lot in with FedCom I don’t feel comfortable coming in and dictating otherwise. Of course if FedCom are a bunch of assholes towards us then let’s fight!

(Making adult decisions in the world of the Mechwarrior is complicated but I do enjoy the immersion. Thanks Nick for your hard work in coming up with various situations to put us in harms way!)
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Hyena »

$iljanus wrote: Thu Aug 04, 2022 5:53 pm I’m a bit tempted by the concept of fighting to maintain our independence. How bad does FedCom want the planet though because if they decide to get pissy about it I think that in the long term we’d be screwed.

Also, if the majority on the planet want to throw their lot in with FedCom I don’t feel comfortable coming in and dictating otherwise. Of course if FedCom are a bunch of assholes towards us then let’s fight!

(Making adult decisions in the world of the Mechwarrior is complicated but I do enjoy the immersion. Thanks Nick for your hard work in coming up with various situations to put us in harms way!)
Agreed on the parenthetical.

If it won't affect our current merc roster/company, and sounds like it would be good for the planet, I would semi-reluctantly agree that its outside our control. It was bound to happen. We created something so good that the big fish were interested, but trying to stay independent was always something for the holovids.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zarathud »

If we’re annoyed, we could seek out some anti-FedComm jobs. Get paid for extracting some revenge.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by Zenn7 »

Zarathud wrote: Fri Aug 05, 2022 1:01 pm If we’re annoyed, we could seek out some anti-FedComm jobs. Get paid for extracting some revenge.
Maybe someone wants to pay us to liberate Dowel. :)

I guess as others have pointed out, if the local forces want this, we may not be in the right to liberate the place. But I'm still PO'd we did all this work and got nothing for it. :angry-fire:
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Let's Play: Battletech via MegaMek (G2)

Post by Zarathud »

I’m not very interested in fighting against our own. But it would be good politics to remind FedCom they went behind the merc company’s back without paying our contributions. And extracting the salvage and price elsewhere.
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

"Sorry, Zanthe. We talked it over, and I don't think it's happening. Like you said, as far as galactic overlords go, Archon Melissa Steiner isn't the worst. And, you're asking us to fight and kill our own people. I think you can do a lot more good on the inside - plus, better the Feds make the move than the Capellans. Even the less creepy ones - the philosophy just hasn't changed that much for the St. Ives compact - not really. I hate to say it as a merc, but you need to take care of yourself and your daughter first, and that means not starting up any civil wars if you can help it." is the response Zenn7 sends, after some considerable discussion.

The sentiment within the company is mostly along the lines of "none of our business", although a few individuals resent the Federated Commonwealth's rejection of our world's sovereignty. But not enough to run off on their own and start shooting.

The loss of Dowles has *really* trimmed our combat force - we've got a company of assorted hovertanks (Drillsons, Falcons, Zephyrs and a Maxim), a short lance of heavies (Demon and two Maxims), a short lance of assault tanks (Schrek PPC Carrier, Alacorn, Behemoth) and two artillery batteries - Long Toms and Chaparrals. Ten aerospace fighters (four of which are permanently stationed to guard our very expensive and irreplaceable jumpship). And, two companies of mechs. Plus, everything that was in the Jumbo - which is a lot of spare parts and ammo.

We're unable to repair Isgrimnur's Thug in the near term - the factories on Outreach are backed up for months if not years, and the Thug's left torso is made of endo-steel.

So, Isgrimnur will have to pick up a new ride meanwhile - we've got a couple of options.

Wolverine WVR-7D is a classic Wolverine, but with upgraded Star League tech guns, more armor and CASE so it doesn't blow up entirely when the ammo invariably goes. It also has MASC for when you need that extra burst of speed. Goes well with our "medium" recon lance.

Penetrator PTR-4D is a jump-capable 75-ton mech. Currently, it's missing a jump jet which we've been unable to source - but otherwise it's a nasty piece of work. Lasers left and right, anti-missile system, heavy armor and double heat sinks. Still needs to bracket-fire though. Fits well with most of our combat lances.

Marauder MAD-5D is another jump-capable 75-tonner. This variant has the El Guapo Marauder Seal of Approval (tm) - double heat sinks allow it to fire more or less most of its guns, of which it has a lot - twin ER PPCs, twin medium pulse lasers, a large pulse laser and a streak SRM/2 for some reason. Again, fits well with most of our combat lances.

Hatchetman HCT-5S. Some questionable choices were made for this upgrade - the laser count went from two to three, but of the pulse variety, the autocannon went to an LB-10X with only one ton of ammo; but at least the armor is nearly maxed out (a major improvement compared to the original), and it still has the hatchet and CASE. How did we get it? Well, 9B may or may not have cooked the books on the salvage records.

[] Wolverine WVR-7D
[] Penetrator PTR-4D
[] Marauder MAD-5D
[] Hatchetman HCT-5S

Curent War Chest (thanks to most of our liquid funds being invested in Dowles): 241M C-Bills
Mothly Expenditure (salaries, maintenance, etc): -15M C-Bills

We have the option to buy a consignment of ten double heat sinks for a "only" 5M C-Bills. Considering we only have seven spares currently (that aren't ensconced inside mothballed battlemech engines), it doesn't seem like a bad deal.

[] Buy the 10 double heat sinks
[] Pass

With that, it's time to pick our next contract. Things are fairly quiet across the Inner Sphere, although rumors of full-scale war are brewing out in the western periphery. Something about a "Marian Hegemony" and a "Lothian League". If we hadn't been out there before, we'd definitely think those were made-up nations that don't exist, kind of like the "Aurigan Coalition".

A few contracts catch our interest:

Kafr Silim - Objective Raid

This cool, low-water world sits on the border between the Capellan Confederation, the St. Ives Compact and the Federated Commonwealth. A Capellan industrial concern would like to hire some mercenaries to destroy a series of high-tech component factories to boost their profit margins. They will be sending along a liaison with their own hired mercs to assist (or "assist") us. Expected opposition is planetary militia, but these are likely to be considered strategic assets, so if we stick around too long, we might just wind up having one of the Capellan March Regimental Combat Teams drop in on us.

Contract Duration: 6 months (+3 months travel time)
Command Rights: Liaison
Allied Forces: Regular/C
Hostile Forces: Regular/D
Salvage Rights: 80%
Battle Loss Compensation: 60%
High-tech Purchase Vouchers (CapCon): 15 + Bonus
Payout: 254M C-Bills

---

Charipare - Objective Raid

The Draconis Combine continues sending independent mercenary raids into Clan space - "it totally wasn't us, it's these completely deniable mercenaries". A hot and not-so-humid world, two jumps into Clan Smoke Jaguar and Clan Nova Cat space this place boasts a population of ~300 million. It also produces a good amount of raw materials and food to feed the Clan war machine. The DCMS is looking to hire multiple groups of mercenaries to blow up the agri-domes and mineral extraction facilities. They will be sending a liaison along to keep an eye on things and make sure we don't hog all the salvage. Expected opposition is apparently elderly clan mechwarriors using crappy refitted mechs - which apparently gets them a "green" rating, even though it makes no sense for older mechwarriors to be "green". We'll pretty much assume that they're actually battle-hardened veterans, although the clans do tend to look down upon anyone older than 30.

Contract Duration: 5 months (+4 months travel time)
Command Rights: Liaison
Allied Forces: Veteran/D
Hostile Forces: "Green"/F
Salvage Rights: 40%
Battle Loss Compensation: 80%
High-tech Purchase Vouchers (CapCon): 14 + Bonus
Payout: 211M C-Bills

---

Nirasaki - Objective Raid

Computers are big business - everything's got them - mechs, tanks, jumpships, missiles, infantry laser guns. Even those stupid little adjustable wrenches down in the mech bay probably have a computer in there. Thus, it's not too surprising that a "Johnson" representing a "computer manufacturing concern in Federated Commonwealth space" wants to hire us to fly over there and blow away several computer factories. It is currently garrisoned by the Fifteenth Dieron Regulars, but they are supposedly out on field exercises elsewhere - so we'll supposedly be facing just crappy planetary militia units.

Contract Duration: 5 months (+1 month travel time)
Command Rights: Independent
Allied Forces: Veteran/D
Hostile Forces: "Green"/F
Salvage Rights: 60%
Battle Loss Compensation: 100%
High-tech Purchase Vouchers (CapCon): 15 + Bonus
Payout: 211M C-Bills

---

Bromhead - Relief Duty

Capellan-backed mercenaries have engaged FedCom-backed mercenaries and planetary militia on this hot, dry world on the border of CapCon, Taurian and FedCom space. The original objective was to eliminate food production facilities to deny FedCom expansion opportunities in the region (and probably force the locals to import food from elsewhere, such as the cash-strapped Capellan Confederation looking to make a little extra cash). However, the mercs got bogged down and now the Capellans want us to go in there and clean up - destroy the objectives and either extract or eliminate the mercs.

Contract Duration: 5 months (+4 months travel time)
Command Rights: Liaison
Allied Forces: Regular/F
Hostile Forces: Regular/C
Salvage Rights: 60%
Battle Loss Compensation: 80%
High-tech Purchase Vouchers (CapCon): 15 + Bonus
Payout: 211M C-Bills

---

Hurik - Diversionary Raid

A "Johnson" offers us a quick opportunity for a diversionary raid on a little known world on the south border of the Capellan Confederation. The objective is fairly straightforward - engage the local planetary garrison for a month, causing as much chaos as we can, to present a credible threat and draw other forces to the area. A liaison will be present to ensure we stay on task, don't commit too many war crimes and to let us know when we should depart.

Contract Duration: 1 month (+4 months travel time)
Command Rights: Liaison
Allied Forces: Veteran/C
Hostile Forces: Green/F
Salvage Rights: 30%
Battle Loss Compensation: 100%
High-tech Purchase Vouchers (CapCon): 15 + Bonus
Payout: 42M

[] Kafr Silim - Objective Raid
[] Charipare - Objective Raid
[] Nirasaki - Objective Raid
[] Bromhead - Relief Duty
[] Hurik - Diversionary Raid
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TheMix
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Re: Let's Play: Battletech via MegaMek (G2)

Post by TheMix »

What's the deal with the purchase vouchers? If we want to maximize them, then Hurik is the best bet. We get roughly the same number of vouchers, but for only 1 month of work. Which allows us to move on quickly to another contract. But the payout for the month will net us a loss of 2 months months of operating expenses.

As for the mech, I will let Issie pick.

[X] Buy the 10 double heat sinks

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NickAragua
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Re: Let's Play: Battletech via MegaMek (G2)

Post by NickAragua »

TheMix wrote: Wed Aug 10, 2022 10:10 am What's the deal with the purchase vouchers?
Basically, they let us bypass the normally months and years-long waits for buying high-tech Inner Sphere equipment (e.g. pulse/ER lasers, double heat sinks, etc).
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