Alright guys, I've been inspired to try something. It's not a traditional Let's Play, but more of a play-by-post game. It's also going to be less focused on the minutiae of the rules, and more on the feel
of smashing 'Mechs together. As such, I want this to also include a roleplay element. Finally, I'll be using some alternate and unofficial rules, explained below.
1) Double Blind. When you are not in Line of Sight of an enemy, they will not be displayed. I'll be using MegaMek in order to take screenshots, which automates that fairly easily, but it's definitely something to know ahead of time.
2) Simultaneous movement. This is where things get tricky. In order to cut down on time waiting for everyone
to see what happened, plan their move, and execute it, I'm going to have everyone plan their moves simultaneously, and express it to me in the following format: (W)F2L1F2R1 where each number is the number of hexes
, not movement expended. In that example, the 'Mech is W
alking, moves forward 2 hexes, turns 1 hexside left, moves forward 2 more hexes, and then turns 1 hexside right. All 'Mechs will move simultaneously, with "ties" "broken" by weight, and then by BV. I'll determine how many hexes each 'Mech moves, and break it down into a series of individual moves. A 'Mech (A) that moves 12 hexes in 1 turn, and a 'Mech (B) that moves 5 hexes in 1 turn, would end up executing their respective maneuvers as: AAB AAB AAB AAAB AAAB. Introducing more 'Mechs makes it more complicated, but that's the general concept. It would interact with Double Blind such that if after one set of moves results in clear line of sight, then I'll inform you that you were able to catch a glimpse of the other unit, even if your move ends with it out of view at the start and end of your move. So that I don't go ****ing insane
trying to figure out how to stagger 'Mech activations, the turn will be split into a number of sub-phases equal to the slowest 'Mech on the field (minimum 3, once again for sanity purposes)
If there are four 'Mechs, A, B, C, and D, and they move at a rage of 12 (light), 5 (heavy), 7 (medium), and 3 (assault) hexes respectively, then the order would look something like: AAAACCBD AAAACCBBD AAAACCCBBD, with conflicts (terrain that is suddenly impassable) resolved as they arise. To be extra clear, these are not separate moves, they are merely the points after which I check the game state for things like line of sight matching up.
3) Blind Target Modifiers. I am not going to tell you what number you have to roll on 2d6 in order to make the shot. I will tell you a difficulty, in terms of "easy", "possible", "difficult", "improbable", and "impossible", and you can choose whether or not to take the shot.
4) Blind Damage and Heat. I will not tell you how much damage you did. I'll happily describe the state of a unit's armor or dangling and destroyed components, but exact point values will not be given. Additionally, we'll be using Direct Blow (each margin of success increment of 3 results in an additional point of damage or better cluster roll bonus) and Glancing Blow (meeting the target number exactly deals half damage, round down) rules, so just because you hit
doesn't mean you did the amount of damage you thought you could. Likewise, I won't be saying heat levels, but I will be describing temperature inside the cockpit, and whether the heat is affecting your capabilities.
5) <SECRET RULE> I can't actually talk about this one yet, for ~reasons~, but it will affect how your guns operate 'under the hood'. When I can talk about it, this one will be revealed. I'm sure some of you will figure it out before then, but it will appreciably change the way you conduct combat. Part of this requires that the game take place at thee depths of the Succession Wars, and my target year will be 3015 regardless of faction picked.
6) Roleplaying. I don't want to see "Put your 'Mech in X hex and shoot at Y target with A, B, and C weapons" from anybody in this game. What I do
want to see is "take the left side, and take down that X", leaving exactly how to go about it up to your teammates. As such, actual moves will be PM'd
to me, and not put in the thread at large when I make it. Additionally, pursuant to 3) above, I will not be telling you your pilot's skill levels. I will say "Green", "Regular", "Veteran", and the like, but the exact value of your skills will remain unstated.
If, after reading all of those conditions, anybody still wants to play, comment on this thread with a callsign.
Phantom_Hoover: "Phantom Hoover"
IronBeer: "Ferris" (geddit?
Scourge of Ages: "Scourge (of Engines)"
Please PM your moves, and though you may plan your moves with each other (and I have no way of enforcing it even if I said not to). Please remember to send me your moves in such a way that I can understand what direction and how far you're going. As a reminder, light woods cost an additional point to enter, heavy woods cost an additional two points to enter, and going up or down a level is one extra point per level changed. You can see that in the Locust's move below. Ideal syntax for sending me moves is to start with either W, R, or J depending on whether your 'Mech will be walking, running, or jumping; then say the number of hexes you plan to enter (hexes may only be entered in front of you or behind you, for any of the 'Mechs you're all using. You can't go backward if you're running), or the number of hex facings you intend to turn. Any questions, just ask. Alternately, if the idea of planning your move out in a specific and odd syntax bugs you, just tell me where you want to go and I'll plot a course there, just don't complain if it isn't exactly how you wanted to move.
RF6R2F2 (Running movement, forward six hexes, right two hex sides, forward two hexes)
WF3L1 (Walking movement, forward three hexes, left one hex side)
JF5L1F1:S (Jumping movement, forward five hexes, left one hex side, forward one hex, facing south)
Jumping is a little tricky, so just tell me the direction you want to take to get there; or tell me which hex you want to end up in and I'll put you there (or as close as you can manage). Remember, when jumping you must take the shortest possible route to the target hex.