MechWarrior: Living Legends
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Author Topic: TRO Fixer  (Read 2985 times)
NARCoMAN
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« on: April 18, 2008, 06:05:53 PM »

I'd be happy to fix your TRO section so that is is more accurate to Battletech.  For example, an Atlas doesn't have 35 tons of armor, nothing can ( Except with hardened, I know!  But It has a modified AS7-K loadout so it really can't have hardened).  Lots of other little fluff errors too all over.  Let me know.


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Also, if there are any fluff related questions or you feel like having a BBQ I'm up for that.  My fire pit yearns for meat, and it's been a long winter Smiley
« Last Edit: April 18, 2008, 06:14:55 PM by NARCoMAN » Logged

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« Reply #1 on: April 18, 2008, 06:45:24 PM »

Which TRO section?
What 35 tons of armor?
What AS7-K loadout?
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« Reply #2 on: April 18, 2008, 10:39:37 PM »


http://www.mechlivinglegends.net/content/view/85

In the overview section

"Though weighed down by at least 35 tons of pure armor"

Also Endo Steel is a material used on the internal skeleton, not the armor.  However, the weapons loadout indicated comes closest to an Atlas AS7-K which doesn't have endo steel.

The AS7-K is the Kurita variant of the Atlas  created in the 3050 tech year.
 
http://www.chaosmarch.com/output.cfm?ZVType=1&flag=1&ZFaction=1&XEra=4&XVid=556&XPrev=7&XNext=557

Hope that explains it.
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« Reply #3 on: April 19, 2008, 03:38:10 AM »

Yeah, I see.
Well, basically, that position you apply for is not vacant (as there should be someone hanging around in the shadows responsible for general BT/MW advisory) and even if it was, it most likely would not be filled. I'll point to #2.4 of our F.A.Q.:
http://www.mechlivinglegends.net/content/view/49/73/#2.4

To clarify: Considerations about gameplay, balancing and design beat pedantly sticking to original TROs.
I notified the person who provided the content for our encyclopedia section (as I prefer to call it) and we'll see if he comments on this.
I'm fairly sure those numbers and other stuff wasn't simply made up but came from somewhere.
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« Reply #4 on: April 23, 2008, 12:13:59 PM »

As AoP posted, the link provided will bring you to the line of "...we want to remain as true to the original TROs as possible, and may even give some minor upgrades to the mech designs.". This means that because of gameplay as well as cosmetic appeal, some variants may change from their original table top designs.

Please keep one thing in mind is that we creating a sim feel of the Vehicles, and not all the rules made for table top will work for a shooter/sim. If we wanted to create a PURE table top resemblance, we would of created a strategy/RPG, but we don't want that feeling since we wanted an active and exciting shooter. With that in mind, there are bound to be changes in each design due to a different gameplay all together.

We appreciate your aspiration for keeping Battletech related games to be pure to it's heritage, but "fun" takes a higher priority than Battletech Lore or TRO accuracy.

If you still wish to become a Battletech Consultant, we require information about very blurry sections about the Mech Designs. If you can find locations on where it depicts: The Heights of each Mech in our list (meters), Torso twist ranges (pitch, yaw in degrees), Jump Jet Fuel, Maximum Hill Angles that Mechs can walk up/down (in degrees, per mech), then we will consider your application.
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NARCoMAN
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« Reply #5 on: May 03, 2008, 12:02:35 AM »

The rule of Battletech is that each elevation raised is 6 meters,  and each six meters raised over 30 meters slows down the unit by 1 mp.  1 mp = 10.8 kph.  As long as a unit has the speed(mps) to reach an elevation, it can. Page 6, Introduction to Battletech.

Torso twist on all 'mechs is the same.  It's X-axis 45 degrees in either direction. Further angled shots were possible by arm mounted weapons up to 180 degrees of the direction of movment.  Y-axis has never been defined to my knowledge, but if you could "see" a target in Battletech, you could shoot it unless it is directly above.  Mechwarrior 4 had some screwy torso twist abilities that I don't even want to go in to. 

Jump Jet fuel.  As far as I know, only jump capable infantry has limited jump jet fuel. 

There may be some specifics found in the Tech Manual that I do not know off hand.  Which can be found here: http://www.classicbattletech.com/index.php?action=products&mode=full&id=221   

I will get back to you when I find out the heights of the 'mechs.

Narco

« Last Edit: May 03, 2008, 12:31:25 AM by NARCoMAN » Logged

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« Reply #6 on: May 07, 2008, 05:33:46 PM »

Jump Jets are unlimited in total fuel.  They are powered by air which is superheated by the reactor and expelled through special vents built into the torso and/or legs.  In space environments, mercury in small amounts is expelled to give thrust instead of air. 
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« Reply #7 on: May 07, 2008, 06:14:10 PM »

Torso twist on all 'mechs is the same.  It's X-axis 45 degrees in either direction. Further angled shots were possible by arm mounted weapons up to 180 degrees of the direction of movment.



Actually in the board game all mechs could torso twist 1 hexside or 60 degrees in either direction for a total range of 120 degree range of movement. Right or left arm shots could give you another hexside or another 60 degrees.  As far as rate of twist or pitch it has never been defined as far as i know, as per battletech anyway.

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« Reply #8 on: May 08, 2008, 01:15:44 PM »

Gah, you're right about the twisting.  That's what I get for trying to remember things.  Aeries, do you know of anything that gives the height of specific 'mechs aside from the video games/manuals?  I can't find a thing. 
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« Reply #9 on: June 04, 2008, 11:40:34 AM »

That's because there isn't anything apart from the MechWarrior 3 and Mech Commander manuals.  To be honest, I would trust those values, as they all fall in line with the height of between 7 and 15 meters and weight of 20 to 100 tons.  Obviously, the more mass a 'Mech has, the taller it's going to be, based on girth, of course.
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« Reply #10 on: June 04, 2008, 10:28:14 PM »

I have a Mechcommander manual lying around if anyone needs me to look anything up. It's the coolest manual ever made.
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« Reply #11 on: June 04, 2008, 11:49:07 PM »

Fuel doesnt really come into play, As jump jets use a reaction of air taken in and mixed with reactor plasma.  To my knowledge, the only thing ever listed anywhere for 'mechs and jump jets are jump "ranges" for 'mechs taht you see int he TROs.  I suppose this is a measurement of the overall capacity of the jump jets to intake air and catalyze a plasma reaction per jump.  As near as I can tell from TRO cannon, this represents the overall distance a given 'mech of a given tonnage can jump assuming a 45 degree angle of ascent and a parabolic trajectory in earth standard gravity and atmosphere. <----GEEK

For instance, They list the Summoner's/Thor's jump capacity as 150 meters.  And thanks to some other battletech minutia, I can tell you that that same Thor (if it had hands) could lift and carry seven tons.  But can I tell you how tall it is?  Of course not.  Not from any source that would be considered official cannon anyway. And I believe I have every version of every battletech book ever printed. It's a wonder they never dealt with this before.

I did however come across a vertical cross section of a Union Class Dropship in my searches.  Along with a couple of horizontal quarter slices of three or four deck sections.  Are any of the devs still looking for that? It's from the Dropships and Jumpships technical manual.

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« Reply #12 on: June 05, 2008, 12:38:44 AM »

we already have em, thanks though
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« Reply #13 on: June 05, 2008, 08:12:10 AM »

Fuel doesnt really come into play, As jump jets use a reaction of air taken in and mixed with reactor plasma.  To my knowledge, the only thing ever listed anywhere for 'mechs and jump jets are jump "ranges" for 'mechs taht you see int he TROs.  I suppose this is a measurement of the overall capacity of the jump jets to intake air and catalyze a plasma reaction per jump.  As near as I can tell from TRO cannon, this represents the overall distance a given 'mech of a given tonnage can jump assuming a 45 degree angle of ascent and a parabolic trajectory in earth standard gravity and atmosphere. <----GEEK
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For instance, They list the Summoner's/Thor's jump capacity as 150 meters.  And thanks to some other battletech minutia, I can tell you that that same Thor (if it had hands) could lift and carry seven tons.  But can I tell you how tall it is?  Of course not.  Not from any source that would be considered official cannon anyway. And I believe I have every version of every battletech book ever printed. It's a wonder they never dealt with this before.
Actually, the computer games, and all that came with them were approved by either FASA Corporation before it closed its doors, or by the creator of BattleTech before they were released.  So, technically, they are canon.  MechWarrior 3 and MechCommander are especially canon because they're Operations Bulldog and Serpent.
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« Reply #14 on: June 05, 2008, 09:35:22 AM »

From what I read, anything considered "interactive entertainment" (funny coming from a game company right?), is a give and take situation.  They are over ruled by anything in the CBT books or novels.  And while particular aspects of them CAN be taken as cannon, they can just as easy be discarded, contradicted or overruled by official CBT print sources.

So given that, I suppose, so long as there is no conflicting material, we can take the games at their word. But any real CBT fascist worth his salt, would frown at you taking anything as gospel from a "video game".  I am not said CBT fascist, and if the devs want to use the heights from the games, I am happy to provide them.
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