Some interesting ideas on display here. I think one way to do the plot points is to tie how many you get to battle value: EG: 5,000 gets 7, 10,000 gets 12 or something. I know it wouldn't be popular because of the "discussion" held on the server yesterday, but if this does become a full tournament I will be there.
@@jellyfisharedumb9783 thanks Jelly. Ya I think more or less plot points depending on BV is definitely how it would have to go. Getting the right balance of cost for certain SPAs and how many points is the key.
My issue with this is similar to my issue with the other video: precisely that it heavily caters to Main Character Syndrome with no counterbalance. Specifically, it’s not that it allows MCS, rather that it imposes MCS. Ex: If you can spend 1 point to get edge, I need the option to spend 1 to get blunt: negates 1 opponent use of edge. Similarly, you have all these fun things to make “Le special guy” but nothing for those who dream of “Le super professional unit.” In a meta lore sense, you’ve catered to Clanners but not IS. A player who loves the Black Guard might never the less not much care for Lady Hawk the Neocon Train Wreck she became in the post exodus stories. So maybe I don’t want to design Das Ubermech but instead want a unit-wide standard refit. Ex: I want my oops-all-hunchbacks force to have DHS & use the weight for JJs. I can pretty comfortably fit 9 HBKs into 10k BV by mixing 4Ps & 4Js with maybe a 4G or 2. Narratively, I’d assume a unit wide refit will include one “command” package for the unit commander. So here is my proposal to counter the Main Characters Mandatory. 10 Points - Squad Goals - You forgo all other options on this list - Your force represents a cohesive combat unit. You may design a custom, uniform refit package-but every mech in your list *must* use the package. - Prior to deployment you may designate one mech as the unit commander. This mech receives the Command Mech quirk. You may not do this if any mech in your force already has the Command Mech. If the pilot of a Mech with the Command Mech quirk is killed (couldn’t eject, etc), every pilot in your force must pass a pilot check. - You May Pick up to 1 limited item from the above list (ferro, endo, dhs, etc) as part of your package. - Each individual mech can choose what to remove to make space for the items in your refit, but they cannot add anything not in your refit package and must take all items in the refit package-even if that would require the mech to add something it already has. Duplicate items gained in this way count as nonfunctional tonnage if they exceed a limit imposed by any other rule (including the installation of parts normally too small to work for the recipient). - Cohesion: All mechs in your unit, regardless of equipment and weight, have a maximum jump characteristic of 0-6, even if their stock configuration gave them 7+. - Pulse lasers of any variant may not be in your refit package. - Doctrine training: If your refit package is less than 5T, you may pick a 1 point pilot perk which is applied to all pilots in your force. Probs some way to legislate the addition of a targeting network when it would be available should also appear in the “you can pick 1 item from the special list.” Command mech must revive the dominant unit, etc.
@@piedpiper1172 good suggestions! As for the elite unit... Youd just forget about any custom units, and use stock designs. Invest all the points into edge and SPAs. Cluster hitter missile master, energy specialist in a 4P hunchie, a melee master in a charger, and the 2/3 unit leader with edge in an assault mech is something you can totally do.
@@TheManyVoicesVA I did think about that, but the lore is full of “and so and so merc group ordered this refit” or “this force specialized in X and their mechs had this equipment.” That’s basically the story of half the hero/unique mechs-“the blank combat computer doesn’t tell us how this example was used, but does indicate it’s one of the SpecialName variants used by CoolGuysAndGals of ReallySpecificPlaceAndConflictName”. Like, basically every Wolfs Dragoon mech is a custom refit package applied to a big chunk of their force. But, for any given player, it’s fairly low odds that their preferred mech(s) happen to have received a multi-novel length spotlight about a hyper special organization. To me, the goal of your Main Character rules was to bring a bit of the narrative and self insert fun of campaign to competitive in a balanced and holistic way. And to nerf my ability to headshot your favorite assault mechs with HBK-4P spam. Mostly that narrative thing. Now, for a player who likes the narrative of “super elite dedicated merc pilots” you’re right, that’s covered. Which, imo, leaves only the player who prefers the narrative of the specialist unit that lies behind almost half of all existing special mechs-hence the refit option that completely locks out the main character / main characters option.
@@piedpiper1172 that is an interesting take. I kinda like it. I'll have to consider it. There actually is a hunchback that is literally a normal hunchie with DHSs lol. I cant remember if it's available in 3048 tho
@@TheManyVoicesVA 5M comes out in 3049 and is the “you get DHS but also CASE” financial disaster that every HBK pilot field stripped into the 5N. Sarna says the 5N is 3057, despite calling it a “very simple field upgrade” of the 5M, so not sure why it took 8 years to rip out the case and put ammo back in. 5P is 3069, so apparently it took 20 years for someone to realize the Swayback Toaster Oven needed DHS more than the 4G did. Apparently no one ever figures out the only thing better than the 5P is a 5P with 12 pulse lasers and JJs. I think that would be too much perfection for mortals to handle. That’s the same reason the HBK is a 50 and not a 55T mech-to excuse ever producing anything else.
I enjoy all of The Many Voices videos 🎉🎉
Algo bump! So excited to see how this will play out as a MRC event.
@@leeryarch3523 Thanks homie. Been rolling this concept around for a while haha.
Some interesting ideas on display here. I think one way to do the plot points is to tie how many you get to battle value: EG: 5,000 gets 7, 10,000 gets 12 or something. I know it wouldn't be popular because of the "discussion" held on the server yesterday, but if this does become a full tournament I will be there.
@@jellyfisharedumb9783 thanks Jelly. Ya I think more or less plot points depending on BV is definitely how it would have to go. Getting the right balance of cost for certain SPAs and how many points is the key.
Interesting 🤔
@@ObiwanNekody give it a spin, let me know what you think.
My issue with this is similar to my issue with the other video: precisely that it heavily caters to Main Character Syndrome with no counterbalance.
Specifically, it’s not that it allows MCS, rather that it imposes MCS. Ex: If you can spend 1 point to get edge, I need the option to spend 1 to get blunt: negates 1 opponent use of edge.
Similarly, you have all these fun things to make “Le special guy” but nothing for those who dream of “Le super professional unit.” In a meta lore sense, you’ve catered to Clanners but not IS.
A player who loves the Black Guard might never the less not much care for Lady Hawk the Neocon Train Wreck she became in the post exodus stories.
So maybe I don’t want to design Das Ubermech but instead want a unit-wide standard refit.
Ex: I want my oops-all-hunchbacks force to have DHS & use the weight for JJs. I can pretty comfortably fit 9 HBKs into 10k BV by mixing 4Ps & 4Js with maybe a 4G or 2. Narratively, I’d assume a unit wide refit will include one “command” package for the unit commander.
So here is my proposal to counter the Main Characters Mandatory.
10 Points - Squad Goals
- You forgo all other options on this list
- Your force represents a cohesive combat unit. You may design a custom, uniform refit package-but every mech in your list *must* use the package.
- Prior to deployment you may designate one mech as the unit commander. This mech receives the Command Mech quirk. You may not do this if any mech in your force already has the Command Mech. If the pilot of a Mech with the Command Mech quirk is killed (couldn’t eject, etc), every pilot in your force must pass a pilot check.
- You May Pick up to 1 limited item from the above list (ferro, endo, dhs, etc) as part of your package.
- Each individual mech can choose what to remove to make space for the items in your refit, but they cannot add anything not in your refit package and must take all items in the refit package-even if that would require the mech to add something it already has. Duplicate items gained in this way count as nonfunctional tonnage if they exceed a limit imposed by any other rule (including the installation of parts normally too small to work for the recipient).
- Cohesion: All mechs in your unit, regardless of equipment and weight, have a maximum jump characteristic of 0-6, even if their stock configuration gave them 7+.
- Pulse lasers of any variant may not be in your refit package.
- Doctrine training: If your refit package is less than 5T, you may pick a 1 point pilot perk which is applied to all pilots in your force.
Probs some way to legislate the addition of a targeting network when it would be available should also appear in the “you can pick 1 item from the special list.” Command mech must revive the dominant unit, etc.
@@piedpiper1172 good suggestions! As for the elite unit... Youd just forget about any custom units, and use stock designs. Invest all the points into edge and SPAs. Cluster hitter missile master, energy specialist in a 4P hunchie, a melee master in a charger, and the 2/3 unit leader with edge in an assault mech is something you can totally do.
@@TheManyVoicesVA I did think about that, but the lore is full of “and so and so merc group ordered this refit” or “this force specialized in X and their mechs had this equipment.”
That’s basically the story of half the hero/unique mechs-“the blank combat computer doesn’t tell us how this example was used, but does indicate it’s one of the SpecialName variants used by CoolGuysAndGals of ReallySpecificPlaceAndConflictName”.
Like, basically every Wolfs Dragoon mech is a custom refit package applied to a big chunk of their force.
But, for any given player, it’s fairly low odds that their preferred mech(s) happen to have received a multi-novel length spotlight about a hyper special organization.
To me, the goal of your Main Character rules was to bring a bit of the narrative and self insert fun of campaign to competitive in a balanced and holistic way. And to nerf my ability to headshot your favorite assault mechs with HBK-4P spam. Mostly that narrative thing.
Now, for a player who likes the narrative of “super elite dedicated merc pilots” you’re right, that’s covered.
Which, imo, leaves only the player who prefers the narrative of the specialist unit that lies behind almost half of all existing special mechs-hence the refit option that completely locks out the main character / main characters option.
@@piedpiper1172 that is an interesting take. I kinda like it. I'll have to consider it. There actually is a hunchback that is literally a normal hunchie with DHSs lol. I cant remember if it's available in 3048 tho
@@TheManyVoicesVA 5M comes out in 3049 and is the “you get DHS but also CASE” financial disaster that every HBK pilot field stripped into the 5N. Sarna says the 5N is 3057, despite calling it a “very simple field upgrade” of the 5M, so not sure why it took 8 years to rip out the case and put ammo back in.
5P is 3069, so apparently it took 20 years for someone to realize the Swayback Toaster Oven needed DHS more than the 4G did.
Apparently no one ever figures out the only thing better than the 5P is a 5P with 12 pulse lasers and JJs.
I think that would be too much perfection for mortals to handle. That’s the same reason the HBK is a 50 and not a 55T mech-to excuse ever producing anything else.
@@piedpiper1172 lol the 5P is a downgrade to the 4P imo... the er lasers are too hot! Just give it all medium lasers and now we are cookin.