- Location
- Earth
- Pronouns
- She/Her
By the way, I've made a stellar map for the quest!
![](https://cdn.discordapp.com/attachments/1122018843930394634/1130584476158808195/BattleTech_Quest_Region_Starmap.png)
The idea is to free up one of our Merchants for commerce again by replacing them with the Scout instead. We have a Economy of 3/5 at the moment due to not having any of the Merchants do trade, and that'll go up to 4/5 again once we have one of them freed up again.A scout will not help the economy that much it cannot even pay for its own bills via collar fees . Besides if our ally has it's mostly likely to be used to trade with us a good chunk of the time
With our current financials? Nope, unless we want to sell our salvage. We still have a big debt to pay when the time comes.on another note i suspect we'll have a chance to acquire another jumpship or two when the pirates cosplaying as a nation attack in the near future. that being said.....due to the risk of said attacks any chance we can hire a decent tank merc unit? or better yet a ASF one?
The issue with drive plumes is because for most planets they lack any observatories or satellites due to how fracked their economies are. Better off worlds can develop detection grids even if it's just paying a bunch of snot nosed kids to watch the jump points with consumer grade telescopes.So, guys. I've been doing some more research into the BattleTech Universe, and it turns out I've been running the quest on Super Easy mode when it comes to stuff like pirate raids. Apparently JumpShips are a lot harder to detect than I've been assuming, and the drive plumes for DropShips could go unnoticed as close as only a day from landfall. Be assured, that this will come into play sooner or later.
Also, here's a bit of a sneak peek for some stuff that will be seen in the next update!
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i meant from additional captured onesWith our current financials? Nope, unless we want to sell our salvage. We still have a big debt to pay when the time comes.
So, guys. I've been doing some more research into the BattleTech Universe, and it turns out I've been running the quest on Super Easy mode when it comes to stuff like pirate raids.
The issue with drive plumes is because for most planets they lack any observatories or satellites due to how fracked their economies are. Better off worlds can develop detection grids even if it's just paying a bunch of snot nosed kids to watch the jump points with consumer grade telescopes.
Bay 1: | Small Craft (2) | 1 Door |
Bay 2: | Fighter (6) | 2 Doors |
Bay 3: | Mech (16) | 1 Door |
Bay 4: | Heavy Vehicle (24) | 1 Door |
Bay 5: | Infantry (Foot) (4 platoons) | 1 Door |
Bay 6: | Light Vehicle (24) | 1 Door |
Bay 7: | Cargo (1181.0 tons) | 1 Door |
Weapons: | Capital Attack Values (Standard) | |||||
Arc (Heat) | Heat | SRV | MRV | LRV | ERV | Class |
Nose (111 Heat) | ||||||
2 PPC | 20 | 2(20) | 2(20) | 0(0) | 0(0) | PPC |
3 Large Laser | 24 | 2(24) | 2(24) | 0(0) | 0(0) | Laser |
2 LRM 20, LRM 20 Ammo (60 shots) | 12 | 2(24) | 2(24) | 2(24) | 0(0) | LRM |
1 AC/20, AC/20 Ammo (20 shots) | 7 | 2(20) | 0(0) | 0(0) | 0(0) | AC |
2 SRM 6, SRM 6 Ammo (45 shots) | 8 | 2(16) | 0(0) | 0(0) | 0(0) | SRM |
2 Long Tom, Long Tom Ammo (120 shots) | 40 | 0(0) | 0(0) | 0(0) | 0(0) | Artillery |
RS/LS Fwd (71 Heat) | ||||||
2 PPC | 20 | 2(20) | 2(20) | 0(0) | 0(0) | PPC |
3 Large Laser | 24 | 2(24) | 2(24) | 0(0) | 0(0) | Laser |
2 LRM 20, LRM 20 Ammo (60 shots) | 12 | 2(24) | 2(24) | 2(24) | 0(0) | LRM |
1 AC/20, AC/20 Ammo (20 shots) | 7 | 2(20) | 0(0) | 0(0) | 0(0) | AC |
2 SRM 6, SRM 6 Ammo (45 shots) | 8 | 2(16) | 0(0) | 0(0) | 0(0) | SRM |
RS/LS Aft (71 Heat) | ||||||
2 PPC | 20 | 2(20) | 2(20) | 0(0) | 0(0) | PPC |
3 Large Laser | 24 | 2(24) | 2(24) | 0(0) | 0(0) | Laser |
2 LRM 20, LRM 20 Ammo (60 shots) | 12 | 2(24) | 2(24) | 2(24) | 0(0) | LRM |
1 AC/20, AC/20 Ammo (20 shots) | 7 | 2(20) | 0(0) | 0(0) | 0(0) | AC |
2 SRM 6, SRM 6 Ammo (45 shots) | 8 | 2(16) | 0(0) | 0(0) | 0(0) | SRM |
Aft (71 Heat) | ||||||
2 PPC | 20 | 2(20) | 2(20) | 0(0) | 0(0) | PPC |
3 Large Laser | 24 | 2(24) | 2(24) | 0(0) | 0(0) | Laser |
2 LRM 20, LRM 20 Ammo (60 shots) | 12 | 2(24) | 2(24) | 2(24) | 0(0) | LRM |
1 AC/20, AC/20 Ammo (20 shots) | 7 | 2(20) | 0(0) | 0(0) | 0(0) | AC |
2 SRM 6, SRM 6 Ammo (45 shots) | 8 | 2(16) | 0(0) | 0(0) | 0(0) | SRM |
We have the overlord. I don't think we have a jumbo.or we go with a design I've posted elsewhere that's a refit of the humble jumbo. The Starlifter
Let me know what ya thinkStarlifter
Type: Military Spheriod
Mass: 14,800 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3025
Mass: 14,800
Battle Value: 10,766
Tech Rating/Availability: D/X-E-D-D
Cost: 679,352,800 C-bills
Fuel: 400 tons (12,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 456
Structural Integrity: 30
Armor
Nose: 484
Sides: 408/408
Aft: 332
Cargo
Escape Pods: 24
Bay 1:
Small Craft (2)
1 Door
Bay 2:
Fighter (6)
2 Doors
Bay 3:
Mech (16)
1 Door
Bay 4:
Heavy Vehicle (24)
1 Door
Bay 5:
Infantry (Foot) (4 platoons)
1 Door
Bay 6:
Light Vehicle (24)
1 Door
Bay 7:
Cargo (1181.0 tons)
1 Door
Life Boats: 24
Crew: 9 officers, 26 enlisted/non-rated, 13 gunners, 478 bay personnel
Ammunition: 120 rounds of Long Tom ammunition (24 tons), 120 rounds of AC/20 ammunition (24 tons), 270 rounds of SRM 6 ammunition (18 tons), 360 rounds of LRM 20 ammunition (60 tons)
Notes: Mounts 108 tons of standard aerospace armor.
Weapons:
Capital Attack Values (Standard)
Arc (Heat)
Heat
SRV
MRV
LRV
ERV
Class
Nose (111 Heat)
2 PPC
20
2(20)
2(20)
0(0)
0(0)
PPC
3 Large Laser
24
2(24)
2(24)
0(0)
0(0)
Laser
2 LRM 20, LRM 20 Ammo (60 shots)
12
2(24)
2(24)
2(24)
0(0)
LRM
1 AC/20, AC/20 Ammo (20 shots)
7
2(20)
0(0)
0(0)
0(0)
AC
2 SRM 6, SRM 6 Ammo (45 shots)
8
2(16)
0(0)
0(0)
0(0)
SRM
2 Long Tom, Long Tom Ammo (120 shots)
40
0(0)
0(0)
0(0)
0(0)
Artillery
RS/LS Fwd (71 Heat)
2 PPC
20
2(20)
2(20)
0(0)
0(0)
PPC
3 Large Laser
24
2(24)
2(24)
0(0)
0(0)
Laser
2 LRM 20, LRM 20 Ammo (60 shots)
12
2(24)
2(24)
2(24)
0(0)
LRM
1 AC/20, AC/20 Ammo (20 shots)
7
2(20)
0(0)
0(0)
0(0)
AC
2 SRM 6, SRM 6 Ammo (45 shots)
8
2(16)
0(0)
0(0)
0(0)
SRM
RS/LS Aft (71 Heat)
2 PPC
20
2(20)
2(20)
0(0)
0(0)
PPC
3 Large Laser
24
2(24)
2(24)
0(0)
0(0)
Laser
2 LRM 20, LRM 20 Ammo (60 shots)
12
2(24)
2(24)
2(24)
0(0)
LRM
1 AC/20, AC/20 Ammo (20 shots)
7
2(20)
0(0)
0(0)
0(0)
AC
2 SRM 6, SRM 6 Ammo (45 shots)
8
2(16)
0(0)
0(0)
0(0)
SRM
Aft (71 Heat)
2 PPC
20
2(20)
2(20)
0(0)
0(0)
PPC
3 Large Laser
24
2(24)
2(24)
0(0)
0(0)
Laser
2 LRM 20, LRM 20 Ammo (60 shots)
12
2(24)
2(24)
2(24)
0(0)
LRM
1 AC/20, AC/20 Ammo (20 shots)
7
2(20)
0(0)
0(0)
0(0)
AC
2 SRM 6, SRM 6 Ammo (45 shots)
8
2(16)
0(0)
0(0)
0(0)
SRM