Mechanisms page

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Klingon
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Mechanisms page

Post by Klingon »

http://www.mekwars.org/mediawiki-1.20.2 ... mechanisms

I've drawn this up, and I think I covered the basics, what do y'all think?
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Jackal
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Re: Mechanisms page

Post by Jackal »

Looks good Klingon!

Might suggest a quick edit to further build out the idea of BV:

Battle Value (BV) - A measure of the combat effectiveness of a given unit or army. More weapons, stronger armor, greater speed, and leveled pilots will tend to increase a unit's BV. Weaknesses, such as explodable ammunition, insufficient heat sinks, and/or damage to the unit, will tend to decrease BV. The overall BV of an army can be further affected by the number of units in your army when compared to the number of units in an opposing army (a multiplier known as a 'force modifier.')

Force Modifier (Force Mod) - A BV modifier designed to offset the initiative advantage of having a superior number of units when fighting a smaller army.

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Nastyogre
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Re: Mechanisms page

Post by Nastyogre »

Talkin about the edits is good, but remember its a wikiproject. You can just go out and make the change. Nobody "owns" what is submitted. Once up its, "ours."

I do like the edits too. Especially the more detailed discussion on Battle Value.

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Re: Mechanisms page

Post by Zerberus »

Jackal wrote: Force Modifier (Force Mod) - A BV modifier designed to offset the initiative advantage of having a superior number of units when fighting a smaller army.
This is wrong. Protomechs that move as a single unit count for FM nevertheless, so it is not an initiative issue.

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Klingon
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Re: Mechanisms page

Post by Klingon »

Zerberus wrote:
Jackal wrote: Force Modifier (Force Mod) - A BV modifier designed to offset the initiative advantage of having a superior number of units when fighting a smaller army.
This is wrong. Protomechs that move as a single unit count for FM nevertheless, so it is not an initiative issue.
Okay; exactly what was forcemod for then? While you are correct in that protomechs undermine that somewhat, that doesn't affect what forcemod does, and since we don't use them on this server anyway, I'm wondering why the distinction is relevant or important? All we're looking for here is a page that someone who doesn't know the mechanics can look at and get a real idea of what all this means when they see it...
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Saint
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Re: Mechanisms page

Post by Saint »

You can also discuss changes to a wiki page using the talk and comment functions in the wiki itself.
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Jackal
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Re: Mechanisms page

Post by Jackal »

I don't have my books handy. How does CGL define the force mod and what is their rationale for it's necessity?

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Re: Mechanisms page

Post by Klingon »

Jackal wrote:I don't have my books handy. How does CGL define the force mod and what is their rationale for it's necessity?
TechManual, p.314 wrote:FORCE SIZE
Adjust the BV of opposing battle forces by adding up the number
of elements in each force. An element is considered to be one
‘Mech; one vehicle; one conventional fi ghter, aerospace fi ghter,
Small Craft or DropShip; an individual ProtoMech; one infantry
platoon; or one battle armor squad, Point or Level I. Divide the
total number of elements in the smaller force by the total number
in the larger force. Next Divide the total number of elements in the
larger force by the total number in the Smaller force. Add these
two results and subtract 1 to get the Force Modifi er. Multiply the
BV of the Larger force by the Force Modifi er to get the fi nal Force
Battle Value.
No rationale is given, per se.
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Nastyogre
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Re: Mechanisms page

Post by Nastyogre »

Then distill that definition a bit and use that. Avoid speculation or justification in the wiki. Just the facts, make Joe Friday proud.

That said, if there was a reason given by our Admins as to why WE use it here, that would be appropriate since this is MMNET wiki, not Classic Btech Wiki.

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Re: Mechanisms page

Post by Saint »

It's my understanding that our admins use it here to balance out initiative, since we don't use any of the initiative house rules like front load or streak comp
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Re: Mechanisms page

Post by Klingon »

Saint wrote:It's my understanding that our admins use it here to balance out initiative, since we don't use any of the initiative house rules like front load or streak comp
Completely agreed, but unless they're willing to say so *or* we find it in writing somewhere that's its purpose, it wouldn't be appropriate to put it in the wiki.
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Re: Mechanisms page

Post by Mentawl »

There's a 90% chance that force mod is going to be dropped for the next cycle, so don't stress over defining it properly at the moment.

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Nastyogre
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Re: Mechanisms page

Post by Nastyogre »

The great cow has spoken.

I think this is a great example of the discussions we need to have to make this wiki work.

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Re: Mechanisms page

Post by Jackal »

Just thought of an couple additional resources that probably should be mentioned:

Bays: Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units.

Techs: The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour perform that repair.

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Re: Mechanisms page

Post by Spork »

We started using it when BV2 came out. It was an integral part of the rules, and our belief was that to get the actual proper value of BV2, you had to use FM. I think I disagree now, but we shall see.
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Klingon
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Re: Mechanisms page

Post by Klingon »

Thanks for weighing in, guys; good to know what direction some of these are probably going. I did add what Jackal suggested, but reworded somewhat.
"Grasshopper, the three secrets to life are as follows. First, keep your eyes and ears open. Second... don't tell everything you know."

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Nastyogre
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Re: Mechanisms page

Post by Nastyogre »

I love it when a plan comes together... ;-)

May want to add some info on bay cost? Buying & selling bays. Or maybe we cave that for the detailed page on those concepts?

Once we have the general definitons down, we will want to star to expand each topic. Probably with its own page. I suppose closely related topics can have a joint page. (Say buying and selling bays and the cost of bays per op)

Its just a big tree. We have a nice set of limbs. Let's start putting some leaves on these subjects.

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Klingon
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Re: Mechanisms page

Post by Klingon »

I'm thinking this page is best used as a sort of glossary; with that in mind, I'm trying to avoid getting into settings, because what a bay costs can change from cycle to cycle, but what a bay *is*, really can't.
"Grasshopper, the three secrets to life are as follows. First, keep your eyes and ears open. Second... don't tell everything you know."

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Nastyogre
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Re: Mechanisms page

Post by Nastyogre »

Sounds good to me. We can create pages with more detailed info.
Where I would kind of like to see us is ready with something before the new cycle and either get the details from the staff just before the start and publish with the start or just after.

I ecpect we will be workin on this for a good bit of the coming cycle. We really should have something useable for the start or shortly there after.

Anything else you think we should have for this page? What is an op? Mek? Aero? Vee?
Depends on your scope and vision.

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Klingon
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Re: Mechanisms page

Post by Klingon »

Making Units a sub-page.
"Grasshopper, the three secrets to life are as follows. First, keep your eyes and ears open. Second... don't tell everything you know."

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