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Author Topic: Experience for an unit  (Read 1050 times)

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Ice Hellion

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Re: Experience for an unit
« Reply #15 on: November 28, 2012, 02:35:26 PM »

My idea is to create an unit (company size) right after the Amaris' Coup.
Some people in it will be "older" ones, others younger ones and others would be in the middle range and I was thinking how to keep everything coherent.

I think I just need to define a good dying roll (perhaps linked to the level of fighting they are involved in or if they are too old for the military) and with my idea of Regular/Green replacements, it could fit the bill.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Morokth

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Re: Experience for an unit
« Reply #16 on: December 05, 2012, 06:52:12 PM »

This is how I deal with experience in my solo campaigns that I've played, typically playing against myself using megamek.

Take my formation of warriors (more often than not they're mercs). Use whatever rules I want to use to determine piloting and gunnery during the units formation. Once it comes time for choosing a contract (an one is selected) each member of the unit gets one experience point. Call it a participation point in case their lance jus doesn't get used during the run of the contract. Then each person who survives a "drop" or a match/battle or whatever else you wanna call it, they get another point. Add one more point for each kill they achieve during that match.

After each contract those that have enough points can turn them in for improvement to piloting and/or gunnery skills - piloting costs four points, while gunnery costs eight. Further, the two skill points must be "adjacent" to each other; I.e. 3/4 or 4/5 etc is ok, but 4/6 or 1/4 is not. So basically every 12 points earned increases a pilots skill level.

New joining member start at either green or regular (at extra purchasing cost based on the rules in play that determine gaining new members).

Over the course of time your units overall experience level will maybe fluctuate wildly but those that have been around for a while are likely to better at their job than the new boot.

Just my "house rule" and one that is fairly easy to run with, IMHO.
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Ice Hellion

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Re: Experience for an unit
« Reply #17 on: December 06, 2012, 01:35:15 PM »

Thanks for your input.
It is not that far from what I plan to do.

I am just struggling with the "dying" part.
I need to remember my maths...
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

skiltao

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Re: Experience for an unit
« Reply #18 on: December 07, 2012, 01:05:04 PM »

I believe the old Merc Handbooks (though maybe not the Field Manuals) had dying rolls that varied by assignment, victoriousness, and intensity.

Does the company belong to a battalion, regiment, brigade or division before (during) the Coup? Is it independent after the Coup? Because if you're setting them up as (for example) mercs splitting off from their parent Division, I don't think you'd have any trouble finding 12 veteran survivors.
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Ice Hellion

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Re: Experience for an unit
« Reply #19 on: December 10, 2012, 01:37:43 PM »

I will look through that book.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5
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