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Old 09-04-2021, 12:02 PM   #1
Tinman
 
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Join Date: Feb 2007
Location: New York City
Default Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup

Quote:
Originally Posted by Refplace View Post
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.
Using the fatigue rules was exactly what I thought when I saw the OP's question. It's how I'd do it.
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Old 09-05-2021, 01:26 AM   #2
Kfireblade
 
Join Date: Dec 2015
Default Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup

Quote:
Originally Posted by Refplace View Post
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.
Going with 60 second or 1 second turns is another thing I'm trying to decide on. I mean, it won't be to unusual for infantry and elementals (Clan power armored genetically modified super infantry) to be running around the battlefield, and also going purely by the lore established by the novels mech a surprisingly (Impossibly) nimble and agile for their size and pilots consistently maneuver and react to things split second.
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Old 09-05-2021, 02:42 PM   #3
Ulzgoroth
 
Join Date: Jul 2008
Default Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup

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Originally Posted by Kfireblade View Post
Going with 60 second or 1 second turns is another thing I'm trying to decide on. I mean, it won't be to unusual for infantry and elementals (Clan power armored genetically modified super infantry) to be running around the battlefield, and also going purely by the lore established by the novels mech a surprisingly (Impossibly) nimble and agile for their size and pilots consistently maneuver and react to things split second.
Mech hand-to-hand combat is a significant setting element. First-person real-time mech piloting games are one of the more prominent elements of the franchise. Mech combat seems no less well suited to second-by-second resolution than personal combat.
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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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