MechWarrior: Living Legends Banner
News:
Pages: [1]
  Print  
Author Topic: Further Gamblin | Solaris VII gamemode discussion  (Read 1065 times)
Criminal
Technical Director
Lead Dev
Living Legend
*
Offline Offline

Posts: 2740



View Profile WWW
« on: August 17, 2007, 08:40:25 AM »

Information on Solaris VII


Star Type:  K1V
Position in System:  7 ( of 12 )
Surface Water:  80 percent
Atmospheric Pressure:  Standard
Equatorial Temperature:  25°C
Days to Jump Point:  5
Recharging Station:  Zenith, Nadir
ComStar Facility Class:  A
Coordinates:  X = -123.36 Y = -7.04
(Coordinates from Terra in light years)[/img]

OVERVIEW

Solaris VII is the largest of the twelve planets in its system. Exploration of the system's other worlds has found them unsuitable for habitation, though the fourth planet is the site of an extensive though only marginally profitable mining operation.

An earth-sized, water-rich world, Solaris has only two major continents, Grayland and Equatus, only one of which is extensively inhabited. Roughly the size of North America on Terra, Grayland is a place of great, shallow seas and wide, sluggish rivers. Vast stretches of taiga in the north give way to forests of conifer-like trees in the central region and open into grasslands in the south. The climate of central Grayland, the location of Solaris City, is damp and chill. A brief spring season brings a waning light for a few weeks before the rains close in again. Were it not for the 'Mech games, Solaris City would be a dismal place, indeed.

The rest of Grayland is comparatively pleasant. Many nobles maintain summer homes along the southern coast, where rainfall is rare and the cool sea breeze moderates a warm climate. Some sections of central Grayland boast forests vast enough to support a profitable timber industry, but even in such communities, the 'Mech games are still the most important industry.

Solaris' other continent, Equatus, has considerably less arable land. Populated with only a few coastal fishing and inland mining communities, Equatus is the planet's "wild frontier."

HISTORY

Despite its prime location along the Steiner - Marik frontier, Solaris VII 's history has been relatively peaceful. Originally a Free Worlds planet, Solaris fell to the Lyrans during the First Succession War, then suffered heavily from Free Worlds depredations through out the Second Succession War. In 2928, a Marik raid severely damaged Solaris City's 'mech repair facilities, but four years later Steiner forces roundly defeated a major Free Worlds invasion in September 3002.

BattleMech contests are the major industry upon which the entire planetary economy is based, and this has been so almost from the earliest period of Solaris history. Those corporate executives who first used Solaris VII as a testing ground for new 'mechs could never have imagined that these test trials would one day become gladiator-like contests of a nightmarish form.

Starting on Solaris

In the world of Solaris, the true goal of is to gain wealth and reputation among its population. As it is such a vague goal, there are many ways in which to accomplish it. With the right skills you may never even have to put your life at risk to win riches and glory, but then again no one is truly safe in a world where conspiracy is the rule and death is, quite literally, a game.

However, there are always other places where you can go in debt, most notably, within the vast gambling network that has always been a part of the games. In order to keep yourself from going broke it is often best to get a job as one of the following:

Mechwarrior - One of the warriors of Solaris
Tech - Those that repair and salvage
Manager - Managering a stable, co-op or business
Other - Some of the shadier sides of Solaris


MechWarrior:
A MechWarrior has two options in Solaris City: he or she can go freelance or join a stable. By far the easiest option is to join a stable, though this considerably limits a Mechwarrior's independence and freedom to accept matches.

Freelancing is rather impossible for a new MechWarrior due to the simple fact that new visitors generally do not have mechs. This option is there, however, for those that become wealthy and reputable enough to support themselves without help from a stable or co-op.

Neither course in entirely risk-free, but despite the odds against a new Mechwarrior making a name on Solaris, eager young warriors continue to flock there, hoping to find the limelight and stand proudly with the elite at Valhalla or Hr 66.


Finding a Patron

Most 'Mech pilots on Solaris require the backing of a patron, usually the head of an established mech stable and should be used to seek out employment. Once a potential employer has been sought out, he or she should be contacted and a contract should be negotiated.

Tech:

Just as MechWarriors are constantly taking their machines into battle, techs constantly work in the background to repair and keep up these mammoth machines so that the games can go on. Although lacking the luster of a MechWarrior's fame and fortune, these jobs are necessary and fundamental to the survival of Solaris.

Manager:

All of the many businesses, co-ops, and stables all are managed by one or more persons, who may or may not necessarily be the owners of those establishments. When you have enough money and a good base of support, MechWarriors have been known to buy into one of these reputable businesses. Having stock in a business allows them to own a small part of that business, which, when it makes money, will return to them a share of the profit.

Having enough shares of a business to control a majority of votes is considered ownership of a business and that one person may make all the decisions that concern it. Otherwise the shareholders meet to discuss action before it is taken by the appointed CEO of the business.

Stock has a value all its own and extremely variable from day to day, depending on the demand and supply of it, which is usually proportional to the success of the business. Certain shady reason exist for the opposite to be true however.

Other:

During peoples' stay on Solaris, they will no doubt invent numerous more ways to earn a profit. Buying and selling goods, services is quite legal here. However, for those that would venture outside the legal bounds of this profiting arena, higher profits await, if they dare to test their skill with the authorities that comb endlessly for black-marketeers and ruthless assassins, yakuza and saboteurs.

Weight Classes

The games in Solaris are divided into weight classes for ease of setting up relatively fair fights. These classes are:

1 - Exoskeleton
2 - Light
3 - Medium
4 - Heavy
5 - Assault
6 - Unlimited

Solaris VII Slang

As with any language, new words and new meanings for old words develop in response to current events and technology. The MechWarrior games have spawned many slang expressions peculiar to Solaris. Those considered "hip" and part of the "in crowd" like to use the following phrases in their almost-constant discussions of the latest, and upcoming, duels.

 Arrowhead: Aerospace pilot
 
 Blood pit: Small, undistinguished 'Mech arena, usually outside of Solaris City.
 
 Dead Zone: Anywhere where nothing is going on. In reference to person, suggests stupidity.
 
 Divorce Court: The Federated Commonwealth. A reference to the current state of relations between Houses Steiner and Davion.
 
 DOA: A clearly outmatched MechWarrior.
 
 Farmer: One who pilots a 'Tractor' (see below).
 
 Frakker: All-purpose epithet, along the lines of "dipstick" and "lamebrain."
 
 Fringer: Anyone from the outlands, i.e., not a resident of the five major sectors.
 
 Ghost: An undercover agent for a Successor State, criminal cartel, or corporation.
 
 Gremlin: A thug working for a crime syndicate.
 
 Headhunter: Derogatory term for a MechWarrior who seems to favor killing his opponents.
 
 Hillies: Davionists from the Black Hills sector.
 
 Hitman: A MechWarrior who enjoys injuring or killing his opponents. After "Hitman" Hirsch, the first major 'Mech champion.
 
 Jack in the box: MechWarrior who favors jumping from behind cover to fire down on his opponents.
 
 Knievel: A reckless or glory-hungry MechWarrior who takes unnecessary risks.
 
 Mayflies: Young MechWarriors who advance too quickly to high-level competition, only to be defeated and forgotten.
 
 Mechbunny: A somewhat derogatory term for fans who enjoy associating with MechWarriors. Both male and female Mechbunnies exist Also known as wannabes.
 
 No-hitter: A dull 'Mech fight, particularly one in which no weapon hits are scored.
 
 Peeker: An individual who comes to watch the 'Mech games but does not bet.
 
 Pinball Machine: A particularly flashy or extensively modified BattleMech.
 
 Pinball Wizard: A highly skilled 'Mech tech. Also simply "Wizard."
 
 Rackit: To overheat a 'Mech, specifically when all the weapons are fired in an all-or-nothing shot at a quick victory. Also, to push take anything to its absolute limit.
 
 Rats: The inhabitants of the slums of the Black Hills and Cathay.
 
 Romans: Silesians. A reference to the Roman-inspired Steiner Stadium.
 
 Sawbones: A cheap 'Mech repairman.
 
 Scavs: Scrap merchants who deal in wrecked BattleMechs.
 
 Scrappers: Montenegrans. A reference to the numerous pieces of wrecked buildings and scrap metal scattered around the quarter.
 
 Seatfiller: A low-class MechWarrior recruited at the last minute to fill up a fight card.
 
 Spinner: A flamboyant MechWarrior given to fanciful moves and maneuvers; usually applied to light 'Mech pilots.
 
 Splitter: A MechWarrior who fights in the arenas solely as a means of hooking up with a mercenary unit or finding work elsewhere.
 
 Timey: A MechWarrior past his prime. See "Zombie."
 
 Toilet Paper: Solaris scrip.
 
 Tractor: A worthless or badly designed 'Mech such as the CGR-1A1 Charger.
 
 Charger Tumor: An upper-class Solaran. In some circles, a "healthy tumor" refers to a dead upper-class Solaran.
 
 Ugly: A vicious or particularly violent 'Mech battle.
 
 Vampire: A 'Mech broker.
 
 Wizard: A particularly successful or talented technician. See Pinball Wizard.
 
 WrenchWarrior: Battlemech technician.
 
 Zombie: A burned-out or washed-up MechWarrior who continues to fight (perhaps hoping to be killed in the arena). See "Timey."
 

3058 Update

In 3057, as Marik and Liao forces invaded the Sarna March, Katrina Steiner-Davion announced the formation of the new Lyran Alliance, declared Lyran neutrality in the invasion, and called for all Lyran military units to withdraw from Federated Commonwealth possessions in the March. With this act, ownership of Solaris VII transferred from the Federated Commonwealth to the newly-christened Lyran Alliance.

Along the Lyran-Free Worlds border, however, many worlds keenly miss the benefit of Prince Victor's military experience in dealing with the newly aggressive Free Worlds League. They do not trust Thomas Marik's promise not to expand his realm beyond its Fourth Succession War borders, and they could easily go over to the Archon Prince's side at the first sign of Marik aggression.

In the meantime, life on Solaris has not changed much. The famed 'Mech games have continued as if nothing has changed, with fights being scheduled without as much as a delay, as the planet transferred hands.

« Last Edit: September 28, 2007, 07:56:34 PM by death_grin » Logged


Shotglass
31CW Founder
Lance Sergeant
***
Offline Offline

Posts: 206



View Profile
« Reply #1 on: August 17, 2007, 11:54:48 AM »

....WOW
Logged

Hellfire
MechWarrior
**
Offline Offline

Posts: 84



View Profile
« Reply #2 on: September 28, 2007, 02:13:02 AM »

I hate to res a thread this old, but it looked like an info dump thread and I have some info to dump so hear goes.

Here is link to a pdf of the following.

WELCOME TO SOLARIS!
The first-time visitor to Solaris VII is often summarily unim-
pressed—by the dreary gray skies, near-constant rainfall and
the apparent squalor of Solaris City, an appearance that often
fits in with the traveler’s mood after spending weeks aboard
DropShips that charge extortionate prices to bring him here in
the first place. But the dismal skies over Solaris City are
merely a shroud that keeps visitors from immediately seeing
the vibrant heart of this world, which comes to life at night in
a rainbow of neon. The traffic never stops in Solaris City, a
metropolis that contains more than six distinct cities rolled
into one. The interested travelers can find just about any
political affiliation or cultural lifestyle in this cosmopolitan
town, from the Germanic feel of the Silesia district, to the neo-
Japanese motif of Kobe, and even to the hedonistic, anything-
goes Canopian flavor of Xolara’s southwestern sectors just
outside the city proper. For all its dreary wrapping, Solaris
City and even the nearby Reaches can provide more color and
diversity than a wealthy tourist can imagine, short of journey-
ing to Terra.
More than just any open megalopolis, the capital city of
Solaris VII is also home to casinos, fine hotels, exquisite din-
ing halls—and, of course, the Class Six arenas, five of the
Inner Sphere’s most elaborate controlled battlefields for
BattleMech-on-BattleMech action and the centerpiece of each
city district dedicated to the Great Houses. With over a hun-
dred more arenas scattered around the outskirts of Solaris
City and across the rest of the planet, fans can find any num-
ber of varied terrains where anything from exoskeleton-clad
prize fighters and aerospace fighters to conventional vehicles
and BattleMechs may square off in battle for the benefit of
screaming crowds and the chance to be known as the best
warrior in the Inner Sphere.

LET THE GAMES BEGIN!
The Solaris Games are, of course, the planet’s main draw.
Centered on combat in everything from exoskeletons and bat-
tle armor to assault-class BattleMechs and high-flying aero-
space fighters, the Games pit the best warriors on Solaris
against one another in duels, tag-team matches and even
lance-on-lance slugfests, for fame and fortune. BattleMech
combat, by far the most popular, has spawned a host of
MechWarrior stables and cooperatives—groups of some of the
best warriors, gathered under a single banner to compete
either for their stable masters or for their cooperative team.
With tournaments and competitions waged year round, these
warriors battle every day for the highest standing in the vari-
ous Solaris Leagues, settle their scores in much-publicized
grudge matches or simply demonstrate what the newest piece
of modified hardware can do in a spectacular exhibition match.
Whether the duels are fought in the Class Five BattleMech
Arenas of Solaris City or in the open fields south of Nowhere,
or even in the skies high above the Grayland Coast, the Games
bring the crowds—and the money—to Solaris VII.
Betting on any or all of these events is legal on Solaris
VII, but first-timers should always take care before risking
their life savings on the outcome of any games. Sudden
upsets, occasional treachery and other subtle twists of fate
have separated more than a few fools from their money on the
mean streets of Solaris City.
On the Main Circuit
It goes without saying that the main fight circuit in Solaris
City is, bar none, the biggest game on the planet. Dominated
by the major MechWarrior stables, many of the Inner Sphere’s
most elite warriors take up the colors of their stable and the
Great House it purports to champion, mixing politics with com-
mercial appeal and the lethal art of destruction. The result is
an explosive combination of deadly talents and colorful person-
alities who might not have the discipline or training to serve in
a serious military or mercenary command, but who can certain-
ly handle the close confines of the arena floor with grace and
style.
Victories and defeats throughout the year, tallied by the
Solaran Gaming Commission, help to rank the best warriors of
the major stables, while qualifier matches cement their place
among those who will compete in the ultimate test of
endurance and talent: the annual Solaris VII Grand
Tournament. For fans who think the regular arena battles are
enough to show off the flash and thunder of Solaran nightlife,
this multi-day event will prove them wrong.
The Grand Tournament is a spectacle to behold, drawing
rabid crowds that fill every one of Solaris City’s Class Six are-
nas to maximum capacity, screaming for their personal gladia-
torial hero as he (or she) blows away whoever dares to present
a challenge. Fought as a fast-paced, no-holds-barred, single-
elimination tournament, the Grand Tournament is waged every
year in the space of five to seven days, with the winner taking
home more than just a monster purse and the fame that
comes with ultimate victory. He or she also earns bragging
rights for a full year as Champion of Solaris VII, along with the
immortality of being known as one of the greatest fighters in
the Inner Sphere.

Arena Classes
To organize the Games for the benefit of spectators and bettors alike,
Solaris VII is host to several leagues that provide year-round entertainment
with their own series of tournaments, proving who is best in their given fight
class. Inter-league competitions add spice to these games as well, pitting the
skills of the best in each league against those of the competition, proving who
among these dynamic warriors is tops among all the leagues in the arenas.
The best of the best often graduate into the Championships, which are fought
annually to determine the most gifted warriors on the Game World, but only
those in the Open Class can claim that kind of glory.
For the uninitiated, the league and arena classes may sound almost like
another language, but in truth, they merely serve as a shorthand guide to what
fans can expect from an arena or league duel. The five main classes of compe-
tition on Solaris VII are scarcely more complex than the weight levels of the
machines coming onto the field, though the types of machines used may vary
the tonnages somewhat.
At Class One, spectators can watch small yet deadly personal matches
between warriors clad in exoskeletons and battlesuits. Duels in the Class One
arenas are won and lost more by creative tactics than superior firepower and
armor, making them an easy favorite for those fans jaded by the biggest and
best BattleMechs of today.
Class Two matches pit warriors in lightweight machines against one anoth-
er in a duel for supremacy, often relying on maneuverability to carry the day.
Whether fought as an aerospace engagement or in BattleMechs and armor,
Class Two fights give spectators a stunningly fast and savage experience.
Class Three matches are fought with medium-weight machines and make
up a healthy bulk of the league matches. These fights provide viewers and bet-
tors with an excellent balance of speed, tactics and variety rarely matched out-
side the Open Class, no matter the venue.
Class Four matches and arenas bring heavier machines to the field, with
all the fireworks that come with them. Heavier armor and a broader array of
bigger weapons often turn these matches into slugfests, though many heavy
vehicles, aerospace craft and BattleMechs can still move well in the heavy
weight class.
Class Five matches cater to those who want the biggest bang for their C-
bills, featuring the heaviest weight classes in a given machine. Spectators
often find the Class Five a dramatic contest of sheer brutality, the heavier
armor and firepower of the assault machines making them far more durable—
albeit much slower—than their lighter counterparts.
For the ultimate in variety, offering a mix of tactics, firepower, speed and
style, nothing beats the Open Class—the Class Six venues. Only the five are-
nas inside Solaris City are rated for Class Six matches, and all five arenas col-
lectively draw the biggest crowds on the planet. The Championships are
fought in these arenas, where every MechWarrior in the Games dreams of mak-
ing his or her mark. Though open to battlesuit and vehicle duels, spectators
rarely see such machines in the Class Six venues, making every night a stun-
ning display of gladiatorial combat between the most advanced tools of warfare
ever devised by humankind: the BattleMech.


INTERNATIONAL ZONE
Location: Solaris City, Southwest Side
Dominant Affiliation: None (Lyran authority)
Population: 430,000
Dominant Language: English
Per Capita Income: 18,700 C-bills
Below Poverty Level: 12.4%
Major Corporate Facilities: Solaris
Broadcasting Corp. and Solaris Times
(media), Solaris Spaceport (spaceport)
Known Underworld Activity: Mafia, Yakuza,
Triads
Arena: None

BLACK HILLS
Location: Solaris City, Central Southwest Side
Dominant Affiliation: Federated Suns
Population: 460,000
Dominant Language: English
Per Capita Income: 19,000 C-bills
Below Poverty Level: 10.3%
Major Corporate Facilities: F-C Broadcasting
(entertainment),
New
Avalon
Technologies (’Mech tech)
Known Underworld Activity: Mafia, Triads
Arena: Boreal Reaches

CATHAY
Location: Solaris City, Central Southeast Side
Dominant Affiliation: Capellan
Confederation
Population: 530,000
Dominant Language: Mandarin (Chinese)
Per Capita Income: 18,800 C-bills
Below Poverty Level: 8.4%
Major Corporate Facilities: Dragon House
(gambling)
Known Underworld Activity: Triads, Tongs
Arena: The Jungle

Thats a copy and paste of two pages from a pdf teaser of Map Pack Solaris VII on ClassicBattletech.com

Camospecs has logo's for 15 stables that might be useful.
« Last Edit: September 28, 2007, 02:19:50 AM by Hellfire » Logged
Criminal
Technical Director
Lead Dev
Living Legend
*
Offline Offline

Posts: 2740



View Profile WWW
« Reply #3 on: September 28, 2007, 11:36:53 AM »

A yes i love info dump! Thank you for that...where is the source from if you don't mind cause i'll probobly end up quoting ALOT of that Wink

Logged


Hellfire
MechWarrior
**
Offline Offline

Posts: 84



View Profile
« Reply #4 on: September 29, 2007, 05:36:54 PM »

That is from MapPack: Solaris VII.  There is another pdf teaser at that location with a writeup of two stables.  If you want even more Solaris VII info there is also the older MechWarrior's Guide to Solaris VII].

Quote from: ClassicBattletech.com
Drop into the Game World of Solaris VII, where ruthless Mafia loansharks and House hostilities are as hazardous as the infamous BattleMech® duels. Whether you seek to fight your way to a tournament championship or strike it rich through gambling, Solaris has all the diversions you can afford -- and all the risks you can't.

The MechWarrior's Guide to Solaris VII, a unique companion to MechWarrior, Third Edition, provides you with all the material you need to launch your own Solaris campaigns. This volume contains three new MechWarrior affiliations -- ComStar, Word of Blake and the Chaos March -- as well as six additional Life Paths, rules for fully integrating 'Mech® combat into your roleplaying game, background information on Solaris VII and a full-length adventure.
Looks like it has some kind of gambling system already worked out that you might find useful.  If you want detailed info about any of this stuff and don't want to buy the book I'd go ask at the ClassicBattletech.com forums there are a lot of friendly guys over there who I am sure would love to help you out.
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Metallic Abyss Theme by SMFers
Powered by SMF 1.1.7 | SMF © 2006-2008, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com
Valid XHTML 1.0! Valid CSS!