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Author Topic: Texlos: Aerospace Combat After Action Discussion  (Read 13384 times)

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Thunder

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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #15 on: April 08, 2011, 05:23:18 PM »

Whats wrong with space battles in megamek?  They seem to work ok,  Just lacking in a few minor/highly important things like AMS and screens.

Running into theoretical catgirl killing battletech vs how the game actually works.  For me the main advantage of high thrust designs is the ability to intercept incoming aerospace fighters away from your own carriers. This incidentally is hard to portray in a game of limited map size.
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klinktastic

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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #16 on: April 08, 2011, 05:52:16 PM »

Whats wrong with space battles in megamek?  They seem to work ok,  Just lacking in a few minor/highly important things like AMS and screens.

Running into theoretical catgirl killing battletech vs how the game actually works.  For me the main advantage of high thrust designs is the ability to intercept incoming aerospace fighters away from your own carriers. This incidentally is hard to portray in a game of limited map size.

I'll admit, I have more experience in ASF use on the ground than in actual space.  But that Aerotech game was way more fun, dynamic than when I tried to play on MegaMek.  Idk, maybe because after having so much fun, in juxtaposition it just lackluster and that's why I've not tried it again.  I agree, they're useful for intercepting enemy ASFs away from your carriers, but it shouldn't just be just light interceptors out there.  They need to work hand in hand with your other fighters, using their speed to pick off stragglers or ones that break through the main combat.  But yes, if you're on a small map, it doesn't really matter, you're not fair enough away to actual intercept anything.
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Knightmare

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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #17 on: April 08, 2011, 06:17:21 PM »

That's one of the reasons why I asked how many maps you were using. It can be hard to stagger your assets when there's little point in doing so.
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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #18 on: April 08, 2011, 07:03:42 PM »

Whats wrong with space battles in megamek? 

They're like everything else in MegaMek - they're full of buggy mechanics, unfathomable die-roll streaks, and completely lacking in the charm of face to face gaming, of course!   :)

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Thunder

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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #19 on: April 08, 2011, 11:31:41 PM »

which is better then the charm of never playing at all.  Besides  I'll take MM's RNG for the ability to use otherwise unmanageably large forces.  And keeping track of bunches of advanced rules, such as ECM.  biggest thing I wish it had was floating maps allowing for a serious running battle.

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Shengli Sheng

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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #20 on: April 09, 2011, 12:28:04 AM »

which is better then the charm of never playing at all.  Besides  I'll take MM's RNG for the ability to use otherwise unmanageably large forces.  And keeping track of bunches of advanced rules, such as ECM.  biggest thing I wish it had was floating maps allowing for a serious running battle.
Well, if you'd like to see a little bit of the previous charm, either introduce new players to BattleTech like we do, or go move somewhere where there are BattleTech players! 8)

So, how do you enjoy those MegaMek regulars who enjoy munching out with custom Clan OmniMech configurations and not discussing faction flavor at all?  And how do you enjoy the game balance-skewing that BV loves to do all the time?
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Thunder

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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #21 on: April 09, 2011, 02:48:42 AM »

Doesn't bother me at all.  It is the meta game.  Nothing is munchy to me anymore.  Whatever they throw at me, I can counter.  BV is another thing I don't worry about. I'm perfectly happy playing asymmetric scenarios.

Faction flavor?  I'm a designer, given that anything I create is extraordinarily unlikely to fit into the back story (Save for historic designs), I don't pay much attention to it.  Besides the universe is too forced towards game balance, breaks the suspension of disbelief for me.  In addition, I don't really care for any of the factions, The vast majority are lead by leaders blinded by greed of one form or another.  The rest are too pathetic to be allowed to live.
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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #22 on: April 09, 2011, 05:22:56 AM »

But then that is the beauty of BT, compared to some other systems like WH40K, BT caters to all types and all flavours, no strings attached.  Thats why we all play the game, we carve out our niche and have heaps of fun.
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Re: Texlos: Aerospace Combat After Action Discussion
« Reply #23 on: April 09, 2011, 08:25:23 AM »

But then that is the beauty of BT, compared to some other systems like WH40K, BT caters to all types and all flavours, no strings attached.  Thats why we all play the game, we carve out our niche and have heaps of fun.

+1

Seyla!
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