Equipment availability

Discussion in 'Campaign - Reunification War' started by Skwisgaar, Nov 10, 2012.

  1. Skwisgaar

    Skwisgaar XO Thrall

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    As you folks may know, the Periphery didn't get all of the latest and greatest tech right after it was designed. In fact, it could be years before even House armies got access to new designs and decades before it trickled down to Periphery nations. The Outworlds Militia, being a newer organization, did not have a strong military industrial base to fall back on and therefore had to procure whatever material it could through outside vendors who were often not willing to give up their "Latest and Greatest". Therefore, beginning mech choices will be limited to models designed in or before the year 2550. This does include some variants that use "Primitive" technology, being cheaper designs but maybe not as effective as later models.

    Here is a list of mechs fitting that time frame restriction. Players will be able to choose a starting mech with a cost up to 8 Tech Points, or 4 million Cbills. If you haven't seen Magnus' explanation on the new Tech Point system I will try to reiterate it below. Some of these designs might not currently be in your Megamek files but we will put together a new MekHQ download with all of them included. Again please note that these are subject to change and if you find errors please let me know. I tried to base all year and cost info off of the Master Unit List and transfer them to Megamek.

    2550 or earlier mechs *=under 4mil CB (8 TP)
    *Flea FLE-4
    *Flea FLE-15
    *Locust LCT-1V
    *Stinger SGT-3R
    *Thorn THE-F
    *Thorn THE-N
    *Wasp WSP-1
    *Commando COM-1A
    *Commando COM-1D
    *Commando COM-2D
    *Firebee FRB-1E
    *Firebee FRB-2E
    *Firestarter FS9-K
    *Firestarter FS9-A
    *Toro TR-A-1
    *Toro TR-A-6
    *Icarus ICR-1X
    *Icarus II ICR-1S
    *Eisenfaust EFT-4J
    *Kyudo KY2-D-01
    *Quasit QUA-51T
    Chameleon CLN-4V
    *Shadow Hawk SHD-1R
    *Talos TLS-1B
    *Gladiator GLD-1R
    Gladiator GLD-2R
    Gladiator GLD-3R
    Gladiator GLD-4R
    Griffin GRF-1N
    Shadow Hawk SHD-2H
    Crossbow CRS-X
    Crossbow CRS-6B
    Crossbow CRS-6C
    Ostroc OSR-2C
    Koschei KSC-3I
    Koschei KSC-3L
    Ostwar OWR-2M
    Thunderbolt TDR-5S
    Von Rohrs VON 4RH-5
    Von Rohrs VON 4RH-6
    Archer ARC-2R
    Battleaxe BKX-1X
    Battleaxe BKX-7NC
    Battleaxe BKX-7K
    Guillotine GLT-3N
    Hector HOR-1B
    Hector HOR-1C
    Warhammer WHM-6R
    Hammerhands HMH-3D
    Hammerhands HMH-4D
    Helepolis HEP-1H
    Helepolis HEP-2H
    Orion ON1-K
    Victor VTR-9A
    Victor VTR-9A1
    Victor VTR-9B
    Longbow LGB-0W
    Emperor EMP-5A
    Ymir BWP-X1
    Ymir BWP-2B
    Ymir BWP-2E
    Banshee BNC-1E
    Banshee BNC-3E
    Mackie MSK-5S
    Mackie MSK-6S
    Mackie MSK-8B
     
    Last edited: Nov 10, 2012
  2. Skwisgaar

    Skwisgaar XO Thrall

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    Since Magnus has worked hard on the Tech Point setup and is more familiar with all the inner workings I'll defer questions to him. It's still very new so we may have some kinks to work out but for now the only thing to really concern yourselves with for this campaign is the fact that you start with 8 TP for mech purchase and 1 TP = 500,000 Cbills.
     
    Last edited: Nov 11, 2012
  3. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    Welp, I'll look at getting my character created sometime this weekend, it seems.
     
  4. Skwisgaar

    Skwisgaar XO Thrall

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    One last note RE: customization - many of the advanced technologies associated with the Star League had not been developed at this point in time and the few that had were really ONLY available to Star League forces, in particular the Royal brigades. Therefore consider any customizations you do to only use Level 1 basic tech unless during the course of the campaign you manage to salvage or capture advanced equipment. The RW sourcebook lists the following equipment available to Star League units in 2582:

    Beagle Active Probe
    CASE
    Double Heat Sinks
    Endo Steel
    XL Engine
    Ferro-Fibrous armor

    As far as I know MegaMek does not have provisions for the "Prototype" equipment listed in the sourcebook so those will not be used in this campaign.
     
  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Updated TP system: (better reflects actual prices)

    Tech Point Economy Introduction:

    Players start with 8 Tech Points (TP)
    1 Tech Point awarded per 4 months of active duty (in-game time)
    Tech Points can be traded between lancemates
    Possibly earn extra Tech Points with successful Tech, Admin, or Scrounge rolls (will not stack).

    ==================================

    Cbill / TP Conversion:
    500,000 Cbills = 1 TP

    Purchase Options:
    Purchasing Cost of Mech / 500,000 = TP Cost (remainder converted to Cbills; round to nearest 100,000)

    Selling Options:
    Selling Cost of Mech / 500,000 = TP Refund (remainder converted to Cbills; round to nearest 100,000)

    ==================================

    Tech Package Options:

    Class C (Maintenance): costs 1 TP*
    -Armor (add/remove Standard or Ferro-Fibrous)
    -Basic Equipment (add/remove ONLY equipment w/ 1 critical slot; Jumpjets, flamer, etc.)**

    Class D (Maintenance): costs 2 TP*
    -Advanced Equipment (add/remove ALL non-Class E/F equipment)
    -Heat Sinks (add/remove Standard or Double Heat Sinks)

    Class E (Factory): costs 3-5 TP*
    -Engine (add/remove XL engine, change type or engine rating) = 5 TP
    -Structural (add/remove ANY equipment, including Endo Steel, MASC, CASE etc.) = 3 TP

    Class F (Factory): costs 4-6 TP*
    -Experimental (optional placeholder... don't expect to be using this) = 6 TP
    -Tinker ("Perhaps I can increase the output by removing the regulator and...") = 4 TP

    *x2 Tech Point cost for Clan tech
    **Basic Equipment excludes advanced technologies such as BAP and ECM; see "Advanced Equipment"
    **Basic Equipment excludes CASE; see "Structural"
     
    Last edited: Nov 11, 2012
  6. Skwisgaar

    Skwisgaar XO Thrall

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    Alright, after quite a few hours of research I've done my best to correct production dates and CBill costs of our available mechs. You can download a zip file here with the updated MTF files. With the corrected costs I also went through and picked out all the mechs avaiable 2550 or earlier with cbil costs under 8mil and made a list with the associated TP costs to make it easier to pick them out. Note that some of the CBill costs didn't transfer over correctly from MUL/SSW to MTF but the following list reflects correct pricing.

    Flea FLE-4 - 3TP
    Flea FLE-15 - 3TP
    Locust LCT-1V - 3TP
    Stinger STG-3R - 4TP
    Thorn THE-F - 3TP
    Thorn THE-N - 4TP
    Wasp WSP-1 - 3TP
    Wasp WSP-1A - 4TP
    Commando COM-1A - 4TP
    Commande COM-1D - 4TP
    Commando COM-2D - 4TP
    Firebee FRB-1E - 5TP
    Firebee FRB-2E - 5TP
    Firestarter FS9-K - 6TP
    Firestarter FS9-A - 6TP
    Toro TR-A-1 - 4TP
    Toro TR-A-6 - 5TP
    Icarus ICR-1X - 5TP
    Icarus II ICR-1S - 6TP
    Eisenfaust EFT-4J - 6TP
    Kyudo KY2-D-01 - 6TP
    Quasit QUA-51T - 5TP
    Phoenix PX-1R - 8TP
    Shadow Hawk SHD-1R - 7TP
    Talos TLS-1B - 7TP
    Gladiator GLD-1R - 8TP

    Anything not shown here is over 4mil CBills (8TP) and not available to choose as your STARTING mech, however down the road there will be chances to purchase/capture/salvage better equipment.
     
    Last edited: Nov 12, 2012
  7. Skwisgaar

    Skwisgaar XO Thrall

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    Found a bug in MekHQ where designs wouldn't show up for purchase unless they are Rules Level 1 so I had to go in and manually change all the MTF files. Uploaded new zip folder with the corrected files, available here.
     
  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Updated TP system: version 2.2

    Tech Point Economy:

    Players start with 8 Tech Points (TP)
    1 Tech Point awarded per 4 months of active duty (in-game time)
    Tech Points can be traded between lancemates
    Possibly earn extra Tech Points with successful Tech, Admin, or Scrounge rolls (will not stack).

    ==================================

    Cbill / TP Conversion:
    500,000 Cbills = 1 TP

    Purchase Options:
    Purchasing Cost of Mech / 500,000 = TP Cost (remainder converted to Cbills; round to nearest 100,000)

    Selling Options:
    Selling Cost of Mech / 500,000 = TP Refund (remainder converted to Cbills; round to nearest 100,000)

    ==================================

    Tech Package Options:

    Class C (Maintenance): cost 1 TP*
    -Armor - add/remove Standard or Ferro-Fibrous
    -Basic Equipment - add/remove ONLY equipment w/ 1 critical slot; Jumpjets, flamer, etc.**

    Class D (Maintenance): cost 2 TP*
    -Advanced Equipment - add/remove ALL non-Class E/F equipment
    -Heat Sinks - add/remove Standard or Double Heat Sinks

    Class E (Factory): cost 3 TP*
    -Tinker - "Perhaps I can increase the output by removing the regulator and..."
    -Experimental - (optional placeholder... don't expect to be using this)

    Class F (Factory): cost 3 TP*
    -Engine*** - change type or engine rating. (XL Engine cost = x2 TP)
    -Structural*** - add/remove ANY equipment, including Endo Steel, MASC, CASE etc.

    *x2 Tech Point cost for Clan tech
    **Basic Equipment excludes CASE; see "Structural"
    ***Doing both Engine & Structural upgrade at the same time (cost = 6TP) allows the chassis to be upscaled/downscaled by 5 tons.

    NOTE: All upgrades require a facility of sufficient capability. Some upgrades will NOT be available at start of campaign (Double Heat Sinks, Endo Steel, XL Engine, etc.)
     
    Last edited: Nov 12, 2012
  9. Taake

    Taake New Guy Thrall

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    Question:

    What happens to the remaining C-bills for a mech purchased at X TP?

    Example: I pilot a Thorn THE-N, which is 4 TP. Cost of the Thorn is 1.6m C-bills. If each TP = 500k C-bills, what happens to the rest of the TP that wasn't used towards the purchase of the mech? That should mean there's ~400k C-bills remaining, correct?
     
  10. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    You're welcome.
     
  11. Taake

    Taake New Guy Thrall

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    Sorry if I wasn't clear in my question. What happens to the remaining C-bills? I'm guessing it goes into my 'wallet' but was seeking clarification on that.
     
  12. Hordac

    Hordac New Guy Thrall

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    Well depends. Last campaign it went into the Lance's pocket and was used later to buy new mechs, gear, upgrades, etc. Not sure how they are going to do it this campaign.
     
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Goes into YOUR pocket (tracked on MekHQ/Forums). C-bills are kept in 100,000 increments and converted into 1 TP for every 500,000 for purposes of upgrades and purchases. This was done to make upgrading mechs easier to track and implement.
     
  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  15. Skwisgaar

    Skwisgaar XO Thrall

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    Not all technology we think of as Star League had been developed by 2582. Here is a list of "Level 2" tech and the years it was introduced.

    STAR LEAGUE
    Arrow IV - 2600
    Artemis IV FCS - 2598
    Beagle Active Probe - 2576
    CASE - 2476
    Double Heat Sinks - 2567
    Endo Steel - 2487
    XL Fusion Engine - 2579
    Ferro-Fibrous Armor - 2571
    Gauss Rifle - 2590
    Guardian ECM - 2597
    LB 10-X Autocannon - 2595
    NARC - 2587
    Pulse Lasers - 2609
    Remote Sensors - 2590
    TAG - 2596

    PERIPHERY
    Beagle Active Probe - 2587
    CASE - 2586
    Double Heat Sinks - 2589
    Endo Steel - 2591
    Ferro-Fibrous Armor - 2586
     
  16. Lardaltef

    Lardaltef Well Liked Berserker

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    That is a fair amount of stuff that is not available.
     
  17. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    yep, I imagine autocannons are going to be much more popular in our ranks.

    note: ER PPCs were not developed until 2760! it will be unavailable for the entire campaign (makes magnus a sad magnus)
     
    Last edited: Feb 10, 2013
  18. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    Not surprising, considering our status as a periphery state.

    Boo!
    Lazorz 4 Lyfe!
    EDIT: Which makes me sad when I realize that pulse lasers don't show up until 2609
     
    Last edited: Feb 10, 2013
  19. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    fyi... there are more mechs in service during the RW than this list implies. in fact, we should have two seperate lists: a shorter one showing only starting mechs, and a longer one that shows all mechs available during the war. for example, the Black Knight served as one of the premiere command mechs of the RW (only for SLDF obviously). Among other innovations, it was one of the first few to utilize Endo Steel construction...

    Or if we want to do it the easy way, simplify the list to only starter mechs available from the start (the only thing we need really) and tell people to refer to the Megamek search list to see the rest if they are curious.
     
    Last edited: Mar 4, 2013
  20. Taake

    Taake New Guy Thrall

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    I like the idea of a limited series of starter mechs. It makes more sense that the OA have access to a smaller selection of mechs since it wasn't until the battle of Haynesville that saw the Alliance gain access to a wider range of mechs.