09-18-2021, 07:20 PM | #71 |
Join Date: Aug 2007
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Nope, TL6 starts at 1880. "Early 20th Century" is solidly TL6 and wWII marks the beginning of TL7 at 1940.
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Fred Brackin |
09-18-2021, 07:58 PM | #72 |
Join Date: Feb 2005
Location: Panama
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Most mechs don't have thermal sight, I remember many scenarios with heavy penalties for fighting at night and needing spotlights and searchlights, like it was 1950's at least.
Also, while it was conceived in 1980, so you may say it was not retrofuturism at the time it is now, because the technology developed differently but the setting got stuck in the 80's tech. just like Jules Verne stories were simple scy fi at the time but now steampunk is retrofuturism. most things in battletech, at least at around 3025-3028, are WWII to Cold War era technology, with sprinkled supertech, like PPC's and lasers...even the missiles are unguided rockets. I would suggest a range of TL's from 5 to 9 for consumer goods and up to 10 for the very advanced stuff, or maybe a divergent TL to represent the goofiness of the setting that gives it it's charm. |
09-18-2021, 11:02 PM | #73 | ||
Join Date: Jul 2008
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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Non-guided LRMs and SRMs are actually an official variant ammo type developed around the end of the clan invasion...
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09-19-2021, 01:20 PM | #74 | ||||
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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BattleTech has been chasing power-creep for so long now, retconning has become the order of the day. DFRs were the answer to the question "why aren't our missiles guided" that came out with the influx of new players from the Clan invasion. Just like Tandem-Charge warheads were the answer to the question "if this is armor piercing, why does it only do armor damage?" It was a short-sighted answer to a question that was better answered with "it was a mechanical conceit that we made when developing the game." LRMs and SRMs were fired in salvos to make up for the fact that they were unguided. But, FASA never was good at understanding what they had. I'll quote a couple of lines: Quote:
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BattleTech, more than most games, can be pointed at to prove whatever you want. Having been in production since 1984, and having gone through three companies, a lot has changed and continues to do so. Heck, they even try to tell us that the Bandersnatch (Image) is using a chassis with a similar profile and style as the Marauder (Image). Which, maybe, without my glasses at a range of 20+ yards would look similar (a greyish blob?). But, not with any level of detail. Play BattleTech. Play it how you want. Enjoy it. Make it your own. All of this is semantic. None of it matters. Just play. Play and enjoy. GURPS BattleTech is two great tastes that go great together. But remember: It's always Comstar. This message brought to you by Lord Nemesis. |
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09-19-2021, 01:42 PM | #75 | |
Join Date: Jul 2008
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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Also, LRMs and SRMs need to be hit in salvos to inflict effective damage on armored targets. You don't fire 5-20 LRMs and hit with one or two and call it good because that barely scratches the paint. (They're also not especially inaccurate in any source I've seen but I don't know about the original.) The overall point that the BattleTech corpus isn't very self-consistent (or logical - they have canonical transforming 'land-air mechs' in there) so you need to take what you want from it is probably the key, though.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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09-20-2021, 05:26 PM | #76 | |
Join Date: Dec 2015
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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09-20-2021, 05:31 PM | #77 |
Join Date: Dec 2015
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
I mean, the start year I'm thinking of is probably like, 3048 or 9. I suppose by that point in the timeline the retcons had hit because, I mean, even the 4th succession war novels I've read nothing ever struck me as horribly low tech, for sure nothing all the way down to TL 5.
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09-20-2021, 06:39 PM | #78 | |
Join Date: Jul 2008
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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09-20-2021, 08:58 PM | #79 | |
Join Date: Dec 2015
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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edit correction, the Lyrans developed them and gave then to the feds. further edit: Actually Katrina found one and brought it back with her, but then by 3020 they where already able to reproduce them, and the memory core wasn't found until 3028 right as the 4th war was kicking off. Last edited by Kfireblade; 09-20-2021 at 09:05 PM. |
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12-10-2021, 06:35 PM | #80 | |
Join Date: Jan 2014
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
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battletech, heatsinsk, mechwarrior |
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