09-03-2021, 06:28 PM | #1 |
Join Date: Dec 2015
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GURPS BattleTech, working out heatsinks and the effects of heat buildup
So I'm working on a BattleTech setting to run a campaign in, but I'm really unsure how to work out the mechanics of the heatsinks heat build up for the mechs. Anyone familiar with BattleTech got any ideas?
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09-03-2021, 06:44 PM | #2 |
Join Date: Feb 2013
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Heat shunting is the limiting factor on the performance of BattleTech mechs, just as "energy" is for Star Trek. A mech can be overtaxed, but it degrades the performance and potentially cooks the pilot.
If you give the machine an HT score based on its heat-shunting ability (relative to its payload) and have it degrade its performance or shut down when it fails a roll, you're halfway there.
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09-03-2021, 08:56 PM | #3 |
Join Date: Aug 2007
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Direct and literal translations of BT mechnics to Gurps are problematic because Battletech is set up on a reverse basis from Gurps in some specific aspects.
In Batletech use of weapons is limited by heat but required energy is ignored. Any fusion reactor will provide enough energy to directly power the energy weapons in any combination. One or more PPCs are no harder to power than a small laser. Gurps cares about the energy but powering the energy weapons from power cells makes a lot more sense than trying to run them directly from the fusion plant. On the other hand Gurps asumes that your Mech is designed efficiently and radiates away waste heat as needed. I've given up trying top model waste heat problems. About all you could do is transplant BT game mechanics wholesale. After you do that you should probably ignore Gurps' concerns about energy supplies to keep the same feel.
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Fred Brackin |
09-03-2021, 09:06 PM | #4 |
Join Date: Sep 2004
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
One option is to use a Action Point system, where you get a certain number of AP per turn (based on your heat sinks) that you can spend on actions. If you overspend you build up heat (borrow from future turns). You could establish thresholds of overspending that hamper you and cook your pilot.
Mechs as characters could have nuisance on advantages (builds X heat) and an advantage (dissipates X heat/turn). Of course, you'd have to work out the costs and restrictions since GURPS wouldn't restrict your "slots" for sticking in weapons and equipment. |
09-03-2021, 09:09 PM | #5 | |
Join Date: Dec 2015
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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09-03-2021, 09:29 PM | #6 | |
Join Date: Aug 2007
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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Rules for this were eventualy brought into the game books but only one of the special heroes had a special mech fitted with TSM.
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Fred Brackin |
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09-03-2021, 09:45 PM | #7 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Well here is a simple idea to simulate the concept.
Heat Exchanger: Regeneration (Fast, ER only) [50]. Energy Reserve (Heat Sinks) [3/level]. Assuming 1 minute combat rounds for vehicle combat, go with Regeneration (Very Fast) [100] if you want second by second combat. That gives you a powers build, use Metatronic Generators to convert that to a $$ figure if desired or just make something up.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-04-2021, 10:08 AM | #8 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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yes, run it as fast regenerating ER. Be sure to have the sprinting/jumpjets/lasers all come from ER (and only from ER) to keep the same relationship between movement, energy weapons and ballistic/missile weapons.
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09-04-2021, 10:31 AM | #9 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Yep, and with Costs FP once the ER is empty points comr from HT so you have your redlining option already part of the setup.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-04-2021, 10:53 AM | #10 | |
Join Date: Aug 2007
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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The big issue I see is balancing things so that "Mechs that were notorious overheaters in the original material do the same (and to the same extent) in your conversion.
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Fred Brackin |
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Tags |
battletech, heatsinsk, mechwarrior |
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