Let's build a proper futuristic VTOL without the dinky back rotor. Something like Combine Gunship that has its rotor covered by armor around it.I've heard rotary wing physics described as "lovecraftian" so it might be better for us to skip them.
Let's build a proper futuristic VTOL without the dinky back rotor. Something like Combine Gunship that has its rotor covered by armor around it.I've heard rotary wing physics described as "lovecraftian" so it might be better for us to skip them.
There are a good number of counter rotating VTOLs in canon. The physics are harder but it has its advantages.Let's build a proper futuristic VTOL without the dinky back rotor. Something like Combine Gunship that has its rotor covered by armor around it.
so we make our own spin on the light SRM carrier.Something better than the canon SRM Carrier might be received well by just about everyone.
Light SRM Carrier
Mass: 45 tons
Movement Type: Wheeled
Power Plant: 205 ICE
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
4 SRM 6
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3058
Tech Rating/Availability: D/X-X-C-C
Cost: 829,631 C-bills
Type: Light SRM Carrier
Technology Base: Inner Sphere (Introductory)
Movement Type: Wheeled
Tonnage: 45
Battle Value: 609
Equipment Mass
Internal Structure 4.5
Engine 205 ICE 17
Cruising MP: 5
Flank MP: 8
Heat Sinks: 0 0
Control Equipment: 2.5
Power Amplifier: 0.0
Turret: 1.5
Armor Factor 72 4.5
Internal Armor
Structure Value
Front 5 16
R/L Side 5/5 14/14
Rear 5 12
Turret 5 16
Weapons
and Ammo Location Tonnage
4 SRM 6 Turret 12.0
SRM 6 Ammo (45) Body 3.0
Discount SRM Carrier
Mass: 35 tons
Movement Type: Wheeled
Power Plant: 155 ICE
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
3 SRM 6
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2470
Tech Rating/Availability: D/C-C-C-C
Cost: 618,540 C-bills
Type: Discount SRM Carrier
Technology Base: Inner Sphere (Introductory)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 555
Equipment Mass
Internal Structure 3.5
Engine 155 ICE 11
Cruising MP: 5
Flank MP: 8
Heat Sinks: 0 0
Control Equipment: 2.0
Power Amplifier: 0.0
Turret: 1.0
Armor Factor 88 5.5
Internal Armor
Structure Value
Front 4 23
R/L Side 4/4 17/17
Rear 4 14
Turret 4 17
Weapons
and Ammo Location Tonnage
3 SRM 6 Turret 9.0
SRM 6 Ammo (45) Body 3.0
Discount SRM Carrier
Mass: 35 tons
Movement Type: Wheeled
Power Plant: 155 ICE
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
4 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2470
Tech Rating/Availability: D/C-C-C-C
Cost: 650,265 C-bills
Type: Discount SRM Carrier
Technology Base: Inner Sphere (Introductory)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 525
Equipment Mass
Internal Structure 3.5
Engine 155 ICE 11
Cruising MP: 5
Flank MP: 8
Heat Sinks: 0 0
Control Equipment: 2.0
Power Amplifier: 0.0
Turret: 1.0
Armor Factor 88 5.5
Internal Armor
Structure Value
Front 4 23
R/L Side 4/4 17/17
Rear 4 14
Turret 4 17
Weapons
and Ammo Location Tonnage
4 SRM 4 Turret 8.0
SRM 4 Ammo (100) Body 4.0
If we are ever making a tank with a ac5 then we will name it the "Pug Tank" after the dog type.
All of the presented variants have too damn much ammo. How the hell are they going to fire 10 to 20 volleys with 23 top armor? Even with 2 tons of ammo by the time they are gone either all of your enemies would be dead or SRM carrier.
Because prior to the Clan introducing speed runs to combat, misses were statistically more liekly than hits. So you needed more ammo for prolonged fire fights that were marathons not sprints.All of the presented variants have too damn much ammo. How the hell are they going to fire 10 to 20 volleys with 23 top armor? Even with 2 tons of ammo by the time they are gone either all of your enemies would be dead or SRM carrier.
Though the worst offender in this department is probably Hetzer with 5 tons of AC/10 ammo and a single gun. 50 shots! Over eight minutes of non-stop shooting.
I should think it's more one or the other.FWL got both either through bootlegs, or the fact all their neighbors had them and they either bought or salvaged them from battles with them. Both are meant to be "everyone has these" designs and have multiple manufacturers and points of sale across the sphere. So odds are we're going to be competing with them even if there's no "Official" group making them and selling them on behalf of the FWL. So any design we make will need to be as good or better, while being cheaper and less onerous to get/fab spare parts for than the design in question.
Hypothesis:All of the presented variants have too damn much ammo. How the hell are they going to fire 10 to 20 volleys with 23 top armor? Even with 2 tons of ammo by the time they are gone either all of your enemies would be dead or SRM carrier.
Though the worst offender in this department is probably Hetzer with 5 tons of AC/10 ammo and a single gun. 50 shots! Over eight minutes of non-stop shooting.
Technically they do exist. It's just a pain in the ass to play a game with a few dozen units on each side with BT level of detail. Though some people do try and MegaMek helps.This may result in munitions consumption being "excessive" in real life compared to tabletop. Concepts like suppressing fire or extreme-range bombardment beyond the normal maximum effective range of a weapon against a fixed target you know is there do not exist on tabletop, but do exist in real life.
I'm not saying "no" to your design ideas as such.But even in real world people try to have support weapons or just something cheaper to do things like this. Maybe something like doing a 2 ton main ammo storage and a half ton of specialized bin for inferno and the like?
Technically they do exist. It's just a pain in the ass to play a game with a few dozen units on each side with BT level of detail. Though some people do try and MegaMek helps.
But even in real world people try to have support weapons or just something cheaper to do things like this. Maybe something like doing a 2 ton main ammo storage and a half ton of specialized bin for inferno and the like?
here's a trick for thinking about tabletop vs "real": Table top assumes everyone has been shoved into a solaris arena.I'm not saying "no" to your design ideas as such.
I'm just saying that I suspect there are very good reasons why in-universe people might seem to consistently build fighting vehicles to a standard you'd call under-armored and over-ammo'd, even though this is suboptimal for tabletop.
And I suspect that if we actually design your tabletop-optimized builds with very heavy armor compared to canon designs, but ammunition supplies calculated for "just enough that this vehicle can keep fighting until its ablative armor is stripped away," we'll start getting feedback from our customers along the lines of:
"So uh yeah, Whiterock vehicles are hella survivable and we love that, but we just took some lumps after an entire company of our trigger-happy militia gunners blasted away at this one really nimble Wasp that maaaay have spent most of its time hiding behind a hill and just riding out the barrage. So yeah, C Company wasted half the ammo in their bins, and after that there wasn't enough left to fight the actual battle, so we had to send that company back to resupply and we got defeated in detail, at which point the armor just made things take a little longer. Five out of ten stars, still technically better than Quikscell I guess, but I feel like they aren't giving us what we want."
And you might go mad trying to replicate that result on tabletop, but that doesn't mean shit like that wouldn't happen in real life when you start intentionally trading off on ammo storage.
Another thing is that, in tabletop, you are going to take risks that real people wouldn't because hey, it doesn't cost you anything if you lose a unit. Whereas pilots and crews have to think about their own and their families' lives.
A comment i like from years back is that Battletech players hate the clans because the clans are what BT players would look like in-universe with how all fights are to the knife and how the battles are balanced using BV/cbill values.Another thing is that, in tabletop, you are going to take risks that real people wouldn't because hey, it doesn't cost you anything if you lose a unit. Whereas pilots and crews have to think about their own and their families' lives.
Well, real life tanks seem to go for 3-5 minutes of ammo but WW2 tanks go for 7 to 10 minutes.And you might go mad trying to replicate that result on tabletop, but that doesn't mean shit like that wouldn't happen in real life when you start intentionally trading off on ammo storage.
how long a desgin's ammo last's is planed around the intesnisty of the fighting that is expected. Modern combat assumes a much faster pace, and Battletech combat on the tabletop assumes everyone is going all out for about 3 to 5 minutes before retreating/dying, but in the 3rd ssw era, you are only really expecting to be shooting for about 200 seconds total before you need to bail.Well, real life tanks seem to go for 3-5 minutes of ammo but WW2 tanks go for 7 to 10 minutes.
Measuring endurance by maximum cyclical rate of the weapon in question seems... Off. Since you aren't going to be continuously shooting, with poor to hit odds or lack of good targets featuring prominently.Well, real life tanks seem to go for 3-5 minutes of ammo but WW2 tanks go for 7 to 10 minutes.
*waggles hand*A comment i like from years back is that Battletech players hate the clans because the clans are what BT players would look like in-universe with how all fights are to the knife and how the battles are balanced using BV/cbill values.
True, although that would tend to argue for the "lots of armor and survivability emphasis" that we see out of @Zoolimar , for instance.Another thing is that, in tabletop, you are going to take risks that real people wouldn't because hey, it doesn't cost you anything if you lose a unit. Whereas pilots and crews have to think about their own and their families' lives.
At the same time you need enough guns to force the enemy to retreat first, leading to the canon design philosophies. Armor isn't a perfect defense after all.True, although that would tend to argue for the "lots of armor and survivability emphasis" that we see out of @Zoolimar , for instance.
Part of the issue is that what sells in setting and what wins in tabletop are not necessarily 100%.
As DaLintyGuy points out, this isn't because the plan was for a tank to empty its entire magazine at its maximum rate of fire and then retreat to restock. World War Two tanks could not normally spend several minutes pounding on each other before something broke, after all; many if not most engagements were still decided with the first shot.Well, real life tanks seem to go for 3-5 minutes of ammo but WW2 tanks go for 7 to 10 minutes.
You could make it an F class engine if you build it as support vehicle which would allow you to add a lot of stuff. Though it would be around 400-500k for such a vehicle.Turns out that getting a 200 rated engine requires having no offensive punch, no turret, or very low armor...
you can get the same preformace on a 10 tonner for maybe 8 points less armorNew Tank
Base Tech Level: Standard (IS)
Level Era
-----------------------------------------------------------------------------
Experimental 2455-2915 (Age of War to Late Succession Wars - LosTech)
Advanced 2916+ (Late Succession Wars - LosTech -)
Standard -
Tech Rating: D/X-C-C-C
Weight: 25 tons
BV: 183
Cost: 204,792 C-bills
Source: (Unknown)
Role: Scout
Movement: 8/12 (Tracked)
Engine: 200 ICE
Internal: 12
Armor: 40 (Standard)
Internal Armor
--------------------------
Front 3 12
Right 3 10
Left 3 10
Rear 3 8
Weapons Loc Heat
--------------------------------
Machine Gun FR 0
Ammo Loc Shots
-------------------------------------
Machine Gun Ammo [Half] BD 100
Equipment Loc
--------------------
Recon Camera FR
Trailer Hitch RR
Got bored, decided to actually get MekLab and design the 25 ton scout I theory crafted earlier. Turns out that getting a 200 rated engine requires having no offensive punch, no turret, or very low armor... Otherwise this design would let us work out the kinks of a 200 rated engine and get hands on practice with tracked combat vehicles. Also I think an 8/12 CV is funny as hell
8 points less armor lets LRMs, AC/5s, and AC/2s become a serious threat to this thing, all of those have the range to hit it when it has to get close to use the recon camera.you can get the same preformace on a 10 tonner for maybe 8 points less armor
Aren't those extremely temperamental and a pain in the ass to maintain? That sounds counterproductive for a scout vehicle.You could make it an F class engine if you build it as support vehicle which would allow you to add a lot of stuff. Though it would be around 400-500k for such a vehicle.
its a machine gun armed scout. its normal for it to die if someone sneezes on it.8 points less armor lets LRMs, AC/5s, and AC/2s become a serious threat to this thing, all of those have the range to hit it when it has to get close to use the recon camera.
Edit:
Also, it needs to be big enough to mount the 200 rated engine, which is 17 tons.