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CONTRIBUTING.md

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Rules

  • Keep it to lore, with exceptions. Many exceptions.
  • Custom Vehicles/BA/'Mech designs can only be from MegaMekLab or from Sarna.net, or wherever you got them from.
  • Tiles are considered 1.55 meters. Don't ask, it took a while. A long while.
  • @Lord Rod, Lord of Rods [COM] for the vehicle speed rework, I approximated car width in meters as 0.4 * (tiles width) + 0.5<= 5, or 2.5 + ( tiles - 5 ) * 0.15m for larger vehicles.
  • Damage is calculated using MegamekLab's damage values, times (40/.18) (40 * (.18 * x))?. x * (40/.18), with x being the damage value. I got 40 from the damage of the revolver in CDDA. .18 is the damage value of the revolver in Battletech.
  • On a standard mapsheet the hex size as originally printed is approximately 1.25 inches and depicts terrain 30 meters (roughly 100 feet) across. And since each tile is 1.55 meters, each hex is 19 tiles.
  • Maybe infantry damage can be x * 38.1428, with x being the standard damage value. Make sure it isn't the armor piercing value, by the way.
  • Example:

RAC/2 has a range of 18.

19 * 18 = 342

Thus the RAC/2 has a range of 342 tiles.

  • "For infantry ranged, maybe they should be adjusted, like a lot?"
  • You heard the man!
  • Rodicus Coroticus the VIthToday at 6:58 PM smh I give up. 5x abstraction, here we go.
  • Dispersion is the weapon's BV divided by 1.55, with a limit of 200 for rifles and stuff like that, and shotguns having a limit of 500. Rockets have a limit of 150, with Artemis IV taking 100 off. Lasers have a max of 45. This is all arbituary, by the way.
  • Dispersion is based on type and range.
  • Could always convert infantry damage to mech damage with 3:0.02.
  • And with that, I can take the damage from the revolver in BT and base it from there?
  • Bow density is 226.667 g/L.
  • Crossbow density is 1818.67 g/L.