After finishing the Restoration campaign this is the game that I want Battletech to grow into.
My plan lays out how our BattleTech force will be ready for and wanted to be part of the huge conflicts that are coming post 3028.
We will be able to deploy our forces in new ways, our ship will give us yet greater capabilities, we will be rewarded with lands and tasked with the responsibilities of growing them, and we will turn into a force that will be called on during the massive strife that we know is on the way.
As we wrap up the initial campaign Kamea has a lot of cleaning up to do, 3 years of war will make a mess. (I am using 3 years as that brings us up to 3028) so we will still have work to do in our little corner of the universe.
Which leads us to the next step of my expansion campaigns: Getting the information to find our ship.
So I think that will give us a good road-map ahead of how to make the game a long term merc company/baron/Clan slayer campaign and hit the points that I as a fan want to see and play through.
Now, on to the two new bases that I mentioned earlier, after that I will get into a few mechanics that I would like to see changed/implemented for the actual fights.
First of is the Argo (Edit* The prerelease Lore on the Argo and the Myrmidon was wrong, the second ship was not broken up before launch)
Once we get our jumpship half of the package we realize that looking at the mechbays and the MW lodging, it is a 3 lance (1 company) expeditionary force support ship not a scientific exploration vessel that was meant to swan around in-system checking out planets. This wasn't obvious when we just had the Argo as it seemed like a complete ship, but a relic of a bygone age that people sometimes designed ships that don't exactly make sense. So part of the sub story how we get the leads from the Great Houses involves looking into those black budgets and who would have the pull to build the Argo/Myrmidon (found the name) rig.
To me the Argo's expansion and upgrades are functionally complete, but the Jumpship base could add the infrastructure needed to get your 3 Leopards (and then some) dropships attached to the Argo.
I have a visual of the Myrmidon; at first a very odd structure, not a normal commercial jumpship at all as it has a Compact K-F Drive and a dilapidated but truly massive core frame that has a saddle notch 1/3 of the way back from the bow that is a perfect fit for the Argo.
As we begin to improve and upgrade it we realize we need to learn more about our chariot, so we get a few odd little side missions to find out about or to recover needed tech or assemblies to get our ship to its finest.
We come to realize it is a bit of a frankenship, mission and design wise. It has the potential to be stupendously fast, both in-system, and in its ability to make jumps that most astrogators consider impossible after a week's worth of training. Looks like it can eventually be armed and armored to a level not seen in centuries.
Then we have a cyber warfare/intel suite that many a commander has dreamed of but no one has ever put onto a ship.
But then it has the Argo as an obvious part of its systems and the ability to only support a company of mechs and their dropships.
So we end up accepting that it was a boondoggle of a epic proportions that likely ate several decades worth of someone's black budget, to make a barely useful trinket in those times, but in our time... it is the perfect vehicle for an elite company of Mechwarriors to go to where the fighting is hottest, the money is deepest, and we get to do it in style.
Able to jump at will, avoiding hostile, and or nosy systems while deploying its forces on someone's head.
The reason I like this approach is that once we get to the 3050 Clan invasion and IS counter attacks, this opens us up to being called on to run deep strike missions against them, as we will have the mobility and the ability to get in, deliver some hurt, and then get back out. Which is why I keep increasing the speed on the beast, as I know I would want to be in as much of those wars as possible, and with standard transit times, we would miss it all in the ride over.
We could either become part of Operation Serpent, or run miniature versions of it, as a harassment and interdiction specialist force.
Mission Brief:
"Clan Jade Falcon is refitting their dropships at (Insert planet)'s main space port. It is lightly guarded, with only light mechs, vehicles, and turrets, but they have a reaction force that can counter attack if you take too long. "
We can decide if we want to go full bore and use our Fortress and have fire support, but the timer begins immediately. Or we can sneak in using our Leopards, and have the timer (visible or game engine driven) not start until we have engaged the enemy. Say it gives us 14 turns to complete and extract before the reinforcements arrive.
14 turns are up and now we have a medium lance show up and another timer, lets say 6 turns, shows up. After 6 turns, if we haven't evacced a heavy or assault will show up.
We will never be a Wolf's Dragoons, or Eridani sized merc unit, but we could become THE niche players in that sort of warfare.
Yeah, its a baby SL era assault carrier, and its meant to catch people's attention, as we would be taking part in some of the largest conflicts in the past 50 + years, and unless our company has something to really catch the powers that be's attention, how could we take part in anything other than tiny flanking operations?
The 4th Succession War and its fallout have regimental + sized battle forces, which is when we would start our Argo/Nameless adventure, and then it would go on into the Clan invasion and the fallout conflicts from that, so we really need to have a real eye catcher to get us at the adult table.
None of the airstrikes, artillery strikes, orbital battles, or any other types of strikes would be in camera, they would show up as aiming grids on the map, or as dialog discussing that we will be able to get in an out without any trouble, or its too hot to try. So no need for another engine.
Now the next base, a real base.
As I said above, see I told you I would get to it, Arano not only gives us the information that the ship exists, but a colony seat on Gangtok can expand that into whole planet with side game of wise ruler, stewards, and development. She does this as a reward and to get the benefit of us hanging around and paying attention to her neck of the woods as we flight around in the ship she gave us and the jumpship she told us about. Also, during the 2nd Arano campaign we save her and hers lives on multiple occasions.
Your colony starts out pretty hardscrabble, but you can expand it immensely, not just in power and facilities but land area and population. I have some facilities and upgrades for them in mind, and then some of the personnel issues that we could see.
The increases listed are above baseline for that structure, they are no cumulative in that building, but across the colony they are.
The Government center, well it is what I named it.
Civilian structures are classed together as they are what we will need to draw and keep people coming to our pristine(ish) little Terran class rock.
The science structures, well after seeing what Lostech does in a fight and what Farah was able to do with her mind and education, we decide to try to learn and advance our tech as much as possible.
MechWarrior Training, well we realize that we need to keep putting people into cockpits, and that making an official and streamlined system for selecting, training, and tempering MW's. It also allows us to make some coin by working with other governments to train their trainers, as mercs see loads more combat than most regular forces.
Mechlab, Well we have to have that don't we?
Colony Defense. It's a rough universe.
That's another one of my huge outlines of my mad plan, there are some background setting holes that I will need to fill in so that it makes a bit more sense, as this is a chassis, salvage, money, and MechWarrior sink beyond its benefits.
I guess I will start with the additional MechWarrior classification. Our Mechwarriors currently can be in one or two states, dead or alive. I am adding a third, crippled.
This will add several mechanics that I think will be interesting.
The next game feature that is being introduced has to do with salvage, equipment and chassis'.
All of which will make for something to do with our huge Argo load of cargo, and help set up our colony.
Now some random thoughts, as I am getting a bit fried doing this deal.
Destroy a CT and it should kill our mechs, we get what salvage is left, but no repairs.
We will get news bulletins in our big ship as time progresses, so even if we aren't being part of a bit of history we get to see it reported.
Once we get our Jumpship our cabin shows more stuff, one is a GIANT shelf for miniatures of the mechs we have now or have owned in the past.
I want the game to have all of what is in JK + GT Variants and then some added, basically we go til every flipping one is ours for the finding, even the One Offs. And weapons, even crappy ones like the ones that they have been putting into the variants. This is a huge world, and I want a chance to really dig in and enjoy it.
My plan lays out how our BattleTech force will be ready for and wanted to be part of the huge conflicts that are coming post 3028.
We will be able to deploy our forces in new ways, our ship will give us yet greater capabilities, we will be rewarded with lands and tasked with the responsibilities of growing them, and we will turn into a force that will be called on during the massive strife that we know is on the way.
As we wrap up the initial campaign Kamea has a lot of cleaning up to do, 3 years of war will make a mess. (I am using 3 years as that brings us up to 3028) so we will still have work to do in our little corner of the universe.
- We help Kamea in solidify her rule and protecting her people.
- 10-12 missions.
- Fighting against pirates who are attracted to the chaos.
- Local governors who are trying to rebel or align with a Successor State.
- Aurigan nobles who are getting too big for their britches, they had no real losses in the war and so feel the little losses more than the lords who buried their children
- The Uncle's former followers who ignored his call for surrender and are causing trouble
- Great House adventurism
- A pretty straightforward fight, but at that time add the multi-lance deployment mechanism*
- *You deploy 2-3-4 lances simultaneously, then play them consecutively.
- Objective 1 would be Lance 1.
- Objective 2 would be Lance 2
- Objective 3 would be Lance 3
- This would give use to all of the mechs we collect throughout the game, and make it so that you don't just max out 6 Mechwarriors and have 2 scrubs.
- At first we only get those types of missions when our employers have the transport to get us all there, but as we develop our big ship, we can do so ourselves with organic dropships.
- Objective 1 would be Lance 1.
- Edit in need to clarify what I am thinking on that.
What I was envisioning was that you have contracted for a three part mission, so you set up three lances, for a total of 12 mechs and mechwarriors, in the dropbay, and they drop. You then control only one lance at a time in combat.
For example:
Objective one: Intercept a convoy that is resupplying an enemy base. Lance 1
Objective two:ambush the enemy counterattack force. Lance 2
Objective three: attack the base. Lance 3
Those would be three separate "missions", you would only control 4 mechs at a time, you would just fight back to back to back battles, and the mission structure would drive the mechs you would use.
The intercept mission would need a couple fast mechs to get ahead of the enemy, so lights or fast mediums to get the bogies under fire, and then maybe a fast heavy like a Grasshopper to cleanup...
The ambush, well that one is where I would like some confusion. There is a chance that the enemy is going to send a fast reaction force and just motor across the map, if you don't get them under fire, they won't stop. Or it could be an assault lance....
The attack the base, thats classic assault. Lots of turrets and lots of MOBs.
I want it possible to pick the wrong lance make up and lose one, two, or even all three legs of one of these type missions. Would love to have the failures stack up on you.
Fail to kill all the convoy. More enemies at the base, fail to kill all the reinforcements more bogies at the base.
- *You deploy 2-3-4 lances simultaneously, then play them consecutively.
- One of the payoffs is a Freehold Colonial Seat on Gangtok, which is a payoff to us for our loyalty to and work with Kamea, but it is also is her cagey decision to get us to build ties and act as her and her descendants. Not liege-men, but nonetheless a force outside the ties of the government, loyal to the blood, if the blood is worthy. (I will get into my vision for this later)
- The other pay off of this campaign would be learning that there weren't two Argos created, but that the Argo is half of a two ship unit. The other half is the JUMPSHIP half that the Argo was meant to ride on while going on its long exploration missions. Not to just grab a ride with any old Jumpship and then explore about a system. With that knowledge we have to start sniffing around to try to find it, as the only lead we have is that it exists and one of the Great Houses know of where.
- 10-12 missions.
Which leads us to the next step of my expansion campaigns: Getting the information to find our ship.
- Getting campaigns from the Great Houses to try to find out who knows where the other half of your ship is.
- To get one you will need a rep of 200+ with a house, an added bonus of that is that
- So there will be grinding for reputation, and careful weighing of missions to maximize the gain while minimizing the downside with the other houses.
- Once you have earned that houses campaign, you would fight through it again 10-12 missions (TBH it has been so long that I was immersed in the Lore that I cannot give details on who would want what done to whom, but I am certain its possible to make the proper flavors even if most of the “unique” missions are close to the same), as this is the time of the 4th Succession War. As we have figured out what the Argo actually is, there will be digging into the SLDF's, Great Houses, and Unknown Party's black budgets.
- You might luck out and the first house you fight for has the lead you need, maybe not. (this would need to be an RNG determined path, so that it isn't cheesed).
- Well, once you get the lead, you now have to find a Jumpship captain crazy enough to go where the trail leads, and get them to take the flight for you, this will take C-Bills, and a favor. The favor being a NASTY fight to recapture his McGuffin, I am thinking a mission setting that uses the three drops and then a quick reshuffle to make a good non-trashed lance out of those 3 to finish the battle.
- He takes us there and we get our ship's second half. Which means we are now a truly independent merc company. Which means we now have the FULL MAP. (will hit details on how to make that work dev overhead wise later)
- To get one you will need a rep of 200+ with a house, an added bonus of that is that
- This puts us into the post 3028 period which means we have:
- The end of the 4th Succession War and then its fall out conflicts
- As well as the LosTech beginning to trickle out due to the Data Core.
- So LOTS of work for our mercenary company.
- With the LosTech out there, we now will really need to get some good intel, as a Lance of SLDF spec heavies could rip us a new one, if we are still running standard gear.
- This will add a lot of variety to missions, as a Gauss round to the head will definitely ruin one's day. Which our 732b demonstrated time and again after Artru.
- Andurien War
- Ronin War
- 3039
- Like I said LOTS of work, and with the two big additional “bases” as points of reference to tie into all of this madness.
- The end of the 4th Succession War and then its fall out conflicts
- Something that the game's fans are viewing with great trepidation, or great excitement.
- We are not a huge army that is trying to upgrade and update an entire TOE from 3025 specs to top notch pre-Clan battle forces.
- We are a highly elite, highly mobile (will get to the ship soon) force that only has to worry about getting one (of our, will get there soon too) company up to the tech and skill levels needed to battle and win against the Clans.
- Our all tens Mechwarriors are almost on par with theirs
- Our late Lostech gear will be the closest in the IS of anyone to be able to take them
- We are a highly elite, highly mobile (will get to the ship soon) force that only has to worry about getting one (of our, will get there soon too) company up to the tech and skill levels needed to battle and win against the Clans.
- So we will be getting truly challenging, and hopefully wide ranging battles against them and looting the heck out of their downed Mechs for their weapons, equipment, and (finally) their Mechs!
- We are not a huge army that is trying to upgrade and update an entire TOE from 3025 specs to top notch pre-Clan battle forces.
So I think that will give us a good road-map ahead of how to make the game a long term merc company/baron/Clan slayer campaign and hit the points that I as a fan want to see and play through.
Now, on to the two new bases that I mentioned earlier, after that I will get into a few mechanics that I would like to see changed/implemented for the actual fights.
First of is the Argo (Edit* The prerelease Lore on the Argo and the Myrmidon was wrong, the second ship was not broken up before launch)
Once we get our jumpship half of the package we realize that looking at the mechbays and the MW lodging, it is a 3 lance (1 company) expeditionary force support ship not a scientific exploration vessel that was meant to swan around in-system checking out planets. This wasn't obvious when we just had the Argo as it seemed like a complete ship, but a relic of a bygone age that people sometimes designed ships that don't exactly make sense. So part of the sub story how we get the leads from the Great Houses involves looking into those black budgets and who would have the pull to build the Argo/Myrmidon (found the name) rig.
To me the Argo's expansion and upgrades are functionally complete, but the Jumpship base could add the infrastructure needed to get your 3 Leopards (and then some) dropships attached to the Argo.
I have a visual of the Myrmidon; at first a very odd structure, not a normal commercial jumpship at all as it has a Compact K-F Drive and a dilapidated but truly massive core frame that has a saddle notch 1/3 of the way back from the bow that is a perfect fit for the Argo.
As we begin to improve and upgrade it we realize we need to learn more about our chariot, so we get a few odd little side missions to find out about or to recover needed tech or assemblies to get our ship to its finest.
We come to realize it is a bit of a frankenship, mission and design wise. It has the potential to be stupendously fast, both in-system, and in its ability to make jumps that most astrogators consider impossible after a week's worth of training. Looks like it can eventually be armed and armored to a level not seen in centuries.
Then we have a cyber warfare/intel suite that many a commander has dreamed of but no one has ever put onto a ship.
But then it has the Argo as an obvious part of its systems and the ability to only support a company of mechs and their dropships.
So we end up accepting that it was a boondoggle of a epic proportions that likely ate several decades worth of someone's black budget, to make a barely useful trinket in those times, but in our time... it is the perfect vehicle for an elite company of Mechwarriors to go to where the fighting is hottest, the money is deepest, and we get to do it in style.
- The upgrade modules, and upgrades for the Myrmidon.
- Jump Drive:
- The basic, "It runs" level. Operated as a normal Jumpship, you have to go through every transport hub and recharge. Same time as the commercial ships we have been riding on up until now.
- Upgrade 1. Improved Tech 1. We can charge much faster, and that cuts our time down by 15% of what the Argo maxed out at.
- Upgrade 2. Improved Capacitors (i forget the Lore tech name sorry) We now can jump Twice as far before we have to hit a hub to recharge, so big, multi system chains of jumps get cut in half.
- Upgrade 3. Black Ops Tech. Our jump range is tripled, so we can skip past multiple systems (even small areas of no fly zones) as we can really leg it.
- The basic, "It runs" level. Operated as a normal Jumpship, you have to go through every transport hub and recharge. Same time as the commercial ships we have been riding on up until now.
- Service bays ( Where the Leopards come in)
- A single bay, large enough to fully repair and rebuild a Leopard drop ship.
- Upgrade 1. Upgraded service Waldos. Able to now deploy Two Leopard's at once (We now have to find our second Leopard...)
- Upgrade 2. Second Service Bay. Able to work on and upgrade multiple Leopards at once. (we now can get one attack strike per Leopard per mission), assuming that the engagement area is clear of AAA. They now can get damaged, so we need to watch that. (think it would work in engine to just show impact zone and reports of counter-fire)
- Upgrade 3. Improved Logistics. Able to restock and rearm multiple Leopards at once. We get our third Leopard slot (have to find it, but that's part of the fun) we now get more of the multi-lance missions as we don't have to catch a ride with our employers for our mechs and one more airstrike per drop.
- Upgrade 4. Hull Dampening. Able to handle dropships beyond the 3 Leopards and Argo during jumps. We can now update our Leopards up to 50% TT numbers higher. (again finding more and bigger) all that this gets us is better airstrikes
- Upgrade 5. Black Ops Tech. We can now deploy up to a Fortress Class Drop ship and a couple Leos. (Evil laugh) The Fortress class will give us 2 artillery strikes per drop.
- A single bay, large enough to fully repair and rebuild a Leopard drop ship.
- Weapon Systems.
- Basic. Enough small energy mounts to destroy incoming debris up to X-tons.
Upgrade 1. More energy mounts, but large enough to destroy any stellar debris ( faster in system travel for the Argo/Myrmidon)
- Upgrade 2. Basically a Corvette level arms. So we can jump through a bad (but not too bad) neighborhood)
- Upgrade 3. Frigate level armament. We can jump through 1970's Bronx neighborhoods, and into sorta sketchy hoods.
- Upgrade 4. Cruiser level armament. We can jump through 1980's Miami neighborhoods, and into to drop into 1970's Bronx.
- Upgrade 5. Battle-cruiser level armament. We can jump through 1980's Detroit neighborhoods, and into drop up to 1980's Miami.
- Upgrade 6. Battleship level armament. We can jump through 2010 Chicago neighborhoods, and into drop up to 1980's Detroit.
- Upgrade 7. Don't Eff with me level armament (Think Leviathan (one, two, or, three) using LosTech instead of the more advanced Clan-tech).Unless there is a dreadnought in system, We go and drop wherever and whenever we want.
- Basic. Enough small energy mounts to destroy incoming debris up to X-tons.
- Armor
- Basic. It keep us from getting hulled by small rocks, that our crummy armament misses.
- Upgrade 1. We can take a BFR in space (decreases transit times)
- Upgrade 2. If we get a small aero strike we should, could, be OK
- Upgrade3. Screw you light strikes.
- Upgrade 4. We won't die if we meet a (really) small warship
- Upgrade 5. Most cruiser captains covet our armor.
- Upgrade 6. Where did they get the black budget to make a battleship "exploration vessel" !?!?
- Upgrade 7. Are you serious!?!?!?! Not quite upto Leviathan levels, but stupidly close.
- Basic. It keep us from getting hulled by small rocks, that our crummy armament misses.
- In-system drive.
- Basic. We can move!!
- Upgrade 1. We are now a danger to people in Walmart scooters.
- Upgrade 2. Okay! I am not going to get run overtaken by a Yugo
- Upgrade 3. I can now merge onto a 4 lane highway without becoming road pizza (speeds Dropship time as we are faster than them)
- Upgrade 4. Oops, got a speeding ticket. (again decreases in-system time)
- Upgrade 5. Hah, good luck catching me! (even less in-system time)
- Basic. We can move!!
- Computer/Intel
- We found our way home, and our skull intel count still is skiffy
- We know that you read our email, and our skull intel is 25% more accurate.
- We read your email, and our skull intel is another 25% accurate
- We sent your girl an email and she thinks its from you. Add another 25%.
- Yeah, Neo is my bitch....add another 35%
I know i went on a bit there, but the Argo, so obviously being a black ops ship sorta drove it.
- We found our way home, and our skull intel count still is skiffy
- Jump Drive:
Able to jump at will, avoiding hostile, and or nosy systems while deploying its forces on someone's head.
The reason I like this approach is that once we get to the 3050 Clan invasion and IS counter attacks, this opens us up to being called on to run deep strike missions against them, as we will have the mobility and the ability to get in, deliver some hurt, and then get back out. Which is why I keep increasing the speed on the beast, as I know I would want to be in as much of those wars as possible, and with standard transit times, we would miss it all in the ride over.
We could either become part of Operation Serpent, or run miniature versions of it, as a harassment and interdiction specialist force.
Mission Brief:
"Clan Jade Falcon is refitting their dropships at (Insert planet)'s main space port. It is lightly guarded, with only light mechs, vehicles, and turrets, but they have a reaction force that can counter attack if you take too long. "
We can decide if we want to go full bore and use our Fortress and have fire support, but the timer begins immediately. Or we can sneak in using our Leopards, and have the timer (visible or game engine driven) not start until we have engaged the enemy. Say it gives us 14 turns to complete and extract before the reinforcements arrive.
14 turns are up and now we have a medium lance show up and another timer, lets say 6 turns, shows up. After 6 turns, if we haven't evacced a heavy or assault will show up.
We will never be a Wolf's Dragoons, or Eridani sized merc unit, but we could become THE niche players in that sort of warfare.
Yeah, its a baby SL era assault carrier, and its meant to catch people's attention, as we would be taking part in some of the largest conflicts in the past 50 + years, and unless our company has something to really catch the powers that be's attention, how could we take part in anything other than tiny flanking operations?
The 4th Succession War and its fallout have regimental + sized battle forces, which is when we would start our Argo/Nameless adventure, and then it would go on into the Clan invasion and the fallout conflicts from that, so we really need to have a real eye catcher to get us at the adult table.
None of the airstrikes, artillery strikes, orbital battles, or any other types of strikes would be in camera, they would show up as aiming grids on the map, or as dialog discussing that we will be able to get in an out without any trouble, or its too hot to try. So no need for another engine.
Now the next base, a real base.
As I said above, see I told you I would get to it, Arano not only gives us the information that the ship exists, but a colony seat on Gangtok can expand that into whole planet with side game of wise ruler, stewards, and development. She does this as a reward and to get the benefit of us hanging around and paying attention to her neck of the woods as we flight around in the ship she gave us and the jumpship she told us about. Also, during the 2nd Arano campaign we save her and hers lives on multiple occasions.
Your colony starts out pretty hardscrabble, but you can expand it immensely, not just in power and facilities but land area and population. I have some facilities and upgrades for them in mind, and then some of the personnel issues that we could see.
The increases listed are above baseline for that structure, they are no cumulative in that building, but across the colony they are.
The Government center, well it is what I named it.
Civilian structures are classed together as they are what we will need to draw and keep people coming to our pristine(ish) little Terran class rock.
The science structures, well after seeing what Lostech does in a fight and what Farah was able to do with her mind and education, we decide to try to learn and advance our tech as much as possible.
MechWarrior Training, well we realize that we need to keep putting people into cockpits, and that making an official and streamlined system for selecting, training, and tempering MW's. It also allows us to make some coin by working with other governments to train their trainers, as mercs see loads more combat than most regular forces.
Mechlab, Well we have to have that don't we?
Colony Defense. It's a rough universe.
- Your Government Center
- Structure
- Base (upgrade 0) is a spartan core of a structure
- Upgrade 1. A solid country manor sized building built atop of the base structure
- Upgrade 2. An administration wing is added on for handling the company and county
- Upgrade 3. A courtroom and judges quarters are added
- Upgrade 4. A second wing is added with room to entertain hundreds, as well as the kitchens etc needed for that
- Upgrade 5. A grand entry hall is added
- Upgrade 6. The entire structure is hardened against attack
- Base (upgrade 0) is a spartan core of a structure
- Communications/SIGINT
- You can communicate with on the planetary grid.
- You can use the HPG, and now get news bulletins from across the IS
- You can listen in to communications in your county, if need be
- You can listen in on the planetary communication system
- You have contacts that will feed you information on the HPG on occasion
- You can communicate with on the planetary grid.
- Community Outreach Facilities (HUMINT)
- You know who your neighbors are
- You know most of their business and gossip
- You know who most of the Aurigan people of influence are
- You know most of their business and gossip
- You know who most of the close by Great House folks are
- You have a clue as to their business and gossip
- You know who your neighbors are
- Administrations
- Base. You can handle the paperwork for your initial county and your company's footprint on Gangtok
- Upgrade 1.+2.5% PGH
- Upgrade 2 +5.0 PGH
- Upgrade 3 +7.5 PGH
- Upgrade 4 +10 PGH
- Upgrade 5 +15% PGH
- Base. You can handle the paperwork for your initial county and your company's footprint on Gangtok
- Structure
- Civilian Structures.
- Housing
- Basic shelter and water, not much but its a roof.
- Upgrade 1. You can keep it comfortable inside with more modern construction and HVAC. +5% (over base) population growth & Happiness “PGH”
- Upgrade 2. It is less costly to construct civilian structures and maintain them. +10% PGH
- Upgrade 3. Your engineers and architects have figured out how to create civilian structures that are much more durable, for the same cost +25% Structure Points
- Upgrade 4. Your engineers and architects have figured out how to make those sturdy building look less like bunkers +15% PGH
- Basic shelter and water, not much but its a roof.
- Food
- No one is starving, but no one is digging the grub much
- +5 PGH
- +10 PGH
- +15 PGH
- +20 PGH
- +25 PGH
- No one is starving, but no one is digging the grub much
- Education
- We can read!
- +5 PG +5 RD
- +7.5 PG & RD
- +10 PG & RD
- +12.5 % PG & RD
- +15% PG & RD
- We can read!
- Entertainment
- Are you not entertained?
- +5% Happiness
- +7.5 H
- +10%H
- +12.5 % H
- +15% H
- Our Own Little Solaris VII
- Are you not entertained?
- Market / Commerce
- Can sell plain, no pluses, 3025 tech weapons
- Can sell all 3025 weapons and HMC
- Can sell vanilla 3025 Mechs
- Can sell Vanilla HMC mechs
- Can sell any mech
- Can sell plain, no pluses, 3025 tech weapons
- Housing
- Science and such (flesh out later, the penultimate step is held up until we own a copy of the HMC and the final step requires captured ClanTech, a fair amount of it)
- STEM 1-4
- BIO 1-4
- ASTRO 1-4
- GEOLOGICAL 1-4
- STEM 1-4
- MechWarrior Training.
- Gunnery
- Upto 3
- Upto 4
- Upto 5
- Upto 6
- Upto 3
- Piloting
- Upto 3
- Upto 4
- Upto 5
- Upto 6
- Upto 3
- Guts
- Upto 3
- Upto 4
- Upto 5
- Upto 6
- Upto 3
- Tactics
- Upto 3
- Upto 4
- Upto 5
- Upto 6
- Upto 3
- Capstone (all have to be up to 6 and then can get 1 random to 7)
- Gunnery
- Mechlab/Repair Shop/ eventually custom shop.
- 3025 Tech
- Light Mech: Can repair this tech level to stock configuration
- Medium Mech: Can repair this tech level to stock configuration
- Heavy Mech: Can repair this tech level to stock configuration
- Assault Mech: Can repair this tech level to stock configuration
- Can refit new weapons to the correct class hardpoints @this tech level (what yang does but cannot use LosTech or ClanTech)
- Light Mech: Can repair this tech level to stock configuration
- LosTech (post HMC)
- Light Mech: Can repair this tech level to stock configuration
- Medium Mech: Can repair this tech level to stock configuration
- Heavy Mech: Can repair this tech level to stock configuration
- Assault Mech: Can repair this tech level to stock configuration
- Can refit new weapons to the correct class hardpoints @this tech level (what yang does but cannot use ClanTech)
- Light Mech: Can repair this tech level to stock configuration
- ClanTech (have to capture and bring back to be researched at Science folks )
- Light Mech: Can repair this tech level to stock configuration
- Medium Mech: Can repair this tech level to stock configuration
- Heavy Mech: Can repair this tech level to stock configuration
- Assault Mech: Can repair this tech level to stock configuration
- They are Omnimechs, so we are golden customizing them!
- Light Mech: Can repair this tech level to stock configuration
- FrankenMechs
- If you have the parts, this place can stick them together and make it work. If it is a good idea or not? Well, only time will tell.
- 3025 Tech
- Colony Defense
- Hardened Construction (this is not the Residential buildings they have their own 25 point thing)
- Takes a normal walk through building up to 25 Structure points
- Takes a normal walk through building up to 50 Structure points
- Takes a normal walk through building up to 75 Structure points
- Takes a normal walk through building up to 100 Structure points
- Adds 10 Armor
- Takes a normal walk through building up to 25 Structure points
- Turrets (these are cumulative, as will have all of these guys around)
- Light Sniper Turrets
- Light LRM Turrets
- Heavy Shredder Turrets
- Heavy LRM (or whatever its called) Turrets.
- Light Sniper Turrets
- Anti-Air/Anti-Landing ship Defenses
- Good enough to stop an aerofigher
- Good enough to stop a small dropship
- good enough to stop a big dropship
- It sees ya, its gonna shoot ya down
- Good enough to stop an aerofigher
- Mech Hangars (If you are invaded, you will get to choose from your stable of mechs on hand of the available classes, using MW's you have stationed at home ( will go into more detail on that later))
- Lights
- Mediums
- Heavy
- Assaults
- Frankens
- Lights
- Hardened Construction (this is not the Residential buildings they have their own 25 point thing)
- Vehicles
- Light
- Medium
- Heavy
- Super heavy
- Light
That's another one of my huge outlines of my mad plan, there are some background setting holes that I will need to fill in so that it makes a bit more sense, as this is a chassis, salvage, money, and MechWarrior sink beyond its benefits.
I guess I will start with the additional MechWarrior classification. Our Mechwarriors currently can be in one or two states, dead or alive. I am adding a third, crippled.
This will add several mechanics that I think will be interesting.
- They can soldier on, with permanently (Randomly chosen) decreased stats.
- You can dismiss them
- Kick them to the curb “I have been paying you $55k per month for 5 years suck it up buttercup” this will harm your morale, based upon the total number of Mechwarriors on the ship and the number of missions that the cripple had fought in. So if you have a full barracks and this guy has gone on one mission there will be much less hit than if you do that to Dekker on week 1200 and you only have 8 Mechwarriors
- Give them severance and a ticket home. No morale issues, but not cheap
- Send them to Gangtok to join the colony
- Which will make their character traits very important, as the slots will have an affinity and/or a penalty for the wrong trait at the wrong job.
- 3 per “Building”
- if all buildings are full they can become civilians living out their years on the pudunk planet or can leave, you get a popup
- 3 per “Building”
- Not to mention what their MW skills are at, as they might be called to pilot a defensive mission.
- Which will make their character traits very important, as the slots will have an affinity and/or a penalty for the wrong trait at the wrong job.
- Kick them to the curb “I have been paying you $55k per month for 5 years suck it up buttercup” this will harm your morale, based upon the total number of Mechwarriors on the ship and the number of missions that the cripple had fought in. So if you have a full barracks and this guy has gone on one mission there will be much less hit than if you do that to Dekker on week 1200 and you only have 8 Mechwarriors
The next game feature that is being introduced has to do with salvage, equipment and chassis'.
- Once your reputation with a faction gets to 200+ you get contract bonuses for how much salvage you bring. Either coin or more salvage, but have to decide at contract phase.
- Was thinking that if your max possible salvage contract was 3/14 you would start getting bonus at 34+ pieces of salvage.
- (Your picked amount + the total amount) x 2 is the floor using the max possible for that contract.
- Was thinking that if your max possible salvage contract was 3/14 you would start getting bonus at 34+ pieces of salvage.
- Once we have our own jumpship, you can send the chassis' and spare weapons that are on the Argo back to Gangtok.
- This is the main reason for there being a Mechlab.
- The Mechlab can only repair to stock though
- So if you sent an Atlas chassis home, but not an AC/20... well the Atlas chassis remains in storage.
- Like I said, sink.
- The Mechlab can only repair to stock though
- Once they are reassembled, there will be a few choices you can make for its disposition.
- Use it for your defensive force, but its deployment size will be locked like the main line game, so 400 mechs might not make sense
- Use it for your Mechwarrior school. The bigger and nicer the mechs there the faster they will matriculate
- Once we have it, use it in the Arena
- Sell it at the colony market
- That will not be an instant sales transaction, as mechs aren't a 12 pack of Bud-lite
- You will send it there and then when it sells you get the coin
- That will not be an instant sales transaction, as mechs aren't a 12 pack of Bud-lite
- Donate it to Kamea, our sorta kinda liege lady.
- This will win us points in the Big Game of the Houses
- It will also make it less likely that we will face a direct attack by a major player, as the nation we are living in will have bigger teeth to repel those types of folks.
- This will win us points in the Big Game of the Houses
- Use it for your defensive force, but its deployment size will be locked like the main line game, so 400 mechs might not make sense
- This is the main reason for there being a Mechlab.
All of which will make for something to do with our huge Argo load of cargo, and help set up our colony.
Now some random thoughts, as I am getting a bit fried doing this deal.
Destroy a CT and it should kill our mechs, we get what salvage is left, but no repairs.
We will get news bulletins in our big ship as time progresses, so even if we aren't being part of a bit of history we get to see it reported.
Once we get our Jumpship our cabin shows more stuff, one is a GIANT shelf for miniatures of the mechs we have now or have owned in the past.
I want the game to have all of what is in JK + GT Variants and then some added, basically we go til every flipping one is ours for the finding, even the One Offs. And weapons, even crappy ones like the ones that they have been putting into the variants. This is a huge world, and I want a chance to really dig in and enjoy it.
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