First german, then (shorter) english ...
Hallo,
da wir demnδchst eine grφίere Kampagne planen, die auch
unter anderem Solaris Regeln beinhaltet, bin ich mal
wieder auf die Idee gekommen, mal anzufragen, wie es
denn mit einer Umsetzung der Solaris Regeln fόr Megamek
aussieht?
Die Karten sind ja bereits seit einiger Zeit drinnen -
die Kurita Arena sogar mit 49 Karten.
Wδre halt nett, wenn wir Solaris auch auf MM Basis
spielen koennten und nicht nur auf Platte.
Das Regelsystem mit der vervierfachten Hitze und den
kleineren Masstaeben wδre ein super Anfang - die
"Kleinigkeiten" wie die Minen in der Kurita Arena oder
die Pylonen in der Steiner Arena wδren halt schφne
Gimmicks.
Wollte nur mal anfragen, ob sowas geht ...
Gruί, Sven "Chewie" Stettner aka feringur
Hello,
It would be nice, if MM can support also Solaris VII
Rules. The maps for most of the arenas are in the
tracker, and it would be nice, when the rules with
heat, range and so an are added.
We plain an Planets Campaign for LP 3067 / Batchall
with Solaris Compartments and we hope, that we dont't
must play all the Solaris Fights on the board.
Online Solaris Fights with MM would be a nice thing.
Greets, Sven "Chewie" Stettner aka feringur
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For those of us not deeply steeped in the mythos of all
things BattleTech, could you describe how Solaris rules
differ from the BMRr? Ideally, you'd also name the
sourcebook for these rules.
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I think they are in the Solaris VII Box Set and in the
Mechwarrior's Guide to the clans.
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In a nutshell:
Shorter rounds - effective 4 rounds Solaris combat to 1
round BattleTech.
Weapons have a recycle/reload time. See note 1 for why.
Weapons generate 4 times the heat. The heat scale
numbers are also multiplied by four, but the heatsinks remain
the same. The effect is to shoot and cool off, this USUALLY
takes one BattleTech round. Again, see note 1 for why.
Ranges are multiplied, as the hexes are "smaller" and the
Mechs movement rates stay the same, so over 4 Solaris turns
it would move as it would in a single BattleTech turn. Note
this makes LRMs pretty useless on most maps...
A few funky rules to do with initiative, hot loading LRMs,
multi-turn jumping, etc.
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I have the Solaris VII Box Set :-)
There are some rules that could be done relatively easily (said
the non-coder :-p) but there are some that at the moment
couldn't be done (i think).
The main thing about the Solaris VII rules were the turns are
25% (2.5 seconds vs 10 seconds) as long as normal and the
Hexes are 25% (7.5 metres across vs 30 metres across) of
the size as normal.
That means the weapon can reach out 4 times as far (note:
the Steiner Arena on Solaris VII at it's widest point is [from
memory] 14 or 15 hexes wide - a Machine Gun in the Solaris
VII rule has a maximum range of 12 hexes <== very close
combat arena :-).
Because of the shorter turns Weapons have refire rates.
Machine Guns and AC 2's have a refire rate of 0 meaning they
can fire every turn. An AC 20 has a refire rate of 3 meaning
it has to wait 3 turns before it can fire again. (an AC 2 can
use up a ton of ammo faster than an AC 20 can :-)
Heat is also different. A Battlemech will dissapate heat equal
to it's number of heat sinks each turn. BUT - Heat from
weapons is increased (x4) while heat from movement stays
the same.
ie: A Marauder 3R is at 0 heat, it runs and fires a PPC and the
AC 5. Under Solaris VII rules that is 40 heat from the PPC, 4
heat from the AC 5 and 2 heat from Running = 46 heat. Take
16 heat off for the MAD-3R's heat sinks and the Marauder is
now at 30 heat :-)
I suppose now would be a good time to tell everyone that the
heat scale is also increased by x4? that means our MAD-3R in
the above example would, on the standard Battletech heat
scale, be at 7.5 heat (30/4). Heat is more of a factor under
Solaris VII rules (and explains why Machine Guns show up so
often and in large number on 'Mechs designed for Solaris VII).
^ I think all that could be done (code wise).
But there is a big problem. Jumping.
Because the Turns are only 25% as long as in Battletech, the
Solaris VII rules allow a Jumping Battlemech to stay airborn
over Solaris VII 4 turns for a single jump. While VTOL's can't
be coded I doubt that could be put in. (But it may not be
100% necessary to begin with - A mech can still do a jump in
a Solaris VII turn)
ok - that's about all the info I can give at the moment (at
work and someone else wants to use this computer :-p) but
IF someone wants them I do have done a (not very good)
scan of the Solaris VII rules and have it on my computer at
home (not good to look at on screen but have been told it
prints out ok).
].-)