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HonorKnight

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Feb 22, 2018
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New screenshot:
mPozgP7.png


Compare to the official map from the kickstarter:
RimwardPeriphery3025.jpg


Also this zoomed-in view:
WKN9IuG.png
 
Note that whole systems have their own challenge rating, not just missions

Also note the list of 12 factions (including all 5 great houses), and the active ones in each system being lit up. Anyone recognize all the symbols?
 
Top row
The five houses (FWL, DC, FS, CC, LC) and the, Auran Coalation
Bottom,
?, Taurian Concordat, Magistracy, Local Government, ComStar and I guess the last one is Pirate.

Possible idea for the mystery one is the Directorate and the restoration uses a version of the ol Coalation symbol.
 
I reckon so, had a look at the character briefs from the kickstarter and although there are no symbols, the uniform of the two Directorate characters is a similar shade of grey to what appears would be the color of the mystery logo.
 
First screenshot apparently shows the in-game map near the start of the campaign. The territory covered by the faction with the "ibex head" coat of arms equals the Aurigan Coalition from the kickstarter map. Conclusion: Lady Arano kept the seahorse (?) of the old Coalition to emphasize her being the legitimate ruler. The Directorate uses the Espinosa family crest instead.
 
Greetings Mechwarriors

This thread and all its cousins have been moved to the Battletech Universe thread due to forum organization and usability needs as a compromise after consulting with the thread author. A direct link still exists in the main subforum for each thread, but IIRC it will not bump with each post like the actual threads will. These redirects will stay up for at least a week to help funnel traffic here.

Please check for updates in the Battletech universe subforum. And please bear with us as we juggle usability issues to try and account for the needs of all mechwarriors as best we can.

Thank you.
 
I wonder if "Medium Gravity Planet" actually does anything? Reminds me of "MissionForce: CyberStorm", another classic 'Mech game, where planets with lower gravity let your 'Mechs run farther each turn whereas heavy gravity slowed you. I don't think that's traditionally a thing in BattleTech, so makes me wonder what other purpose gravity might serve?
 
I wonder if "Medium Gravity Planet" actually does anything? Reminds me of "MissionForce: CyberStorm", another classic 'Mech game, where planets with lower gravity let your 'Mechs run farther each turn whereas heavy gravity slowed you. I don't think that's traditionally a thing in BattleTech, so makes me wonder what other purpose gravity might serve?
There are rules for that In TT. Though IIRC in one of the QA's they said that it would not be a thing in this game. They did say that Vacuum was a thing though. The TT rules for Vacuum are particularly harsh, but I think Kiva said here it just means shitty heat dissipation.
 
Low gravity allows 'Mechs to run and jump farther, but you have to make a piloting check or else you take damage to your internal structure. It also applies a penalty to missiles and ballistic weapons, IIRC.
 
I reckon so, had a look at the character briefs from the kickstarter and although there are no symbols, the uniform of the two Directorate characters is a similar shade of grey to what appears would be the color of the mystery logo.
The symbol you're looking for is in the first campaign screenshots:
cinematic05.jpg
 
Watching the video for about the 20th time; notice in the first two screenshots the transit time to Bellerophon: 11 days. If this is occurring in the progress 1 systems which are fairly close (Alloway, Bellerophon, and Ur Cruinne), this gives you an estimate of how long it takes to jump. Bellerophon is literally the closest system to Detroit. If jumps take about 2 weeks and you've got monthly expenses, you should take all available contracts in a system before moving on.
Detroit.jpg
 
Jumps are near instantaneous. The travel time is getting from the planet to the jump point then from the new jump point to the new planet. How far out each jump point is varies by the star type. Not sure if they are using pirate points in this game, but they can save you considerable time.

Still, if a planet or couple of planets in system have multiple contracts it is a good idea to take them.

- Shane
 
Jumps are near instantaneous. The travel time is getting from the planet to the jump point then from the new jump point to the new planet. How far out each jump point is varies by the star type. Not sure if they are using pirate points in this game, but they can save you considerable time.

Still, if a planet or couple of planets in system have multiple contracts it is a good idea to take them.

- Shane
I wonder if the distance from the planet to the jump point is what is meant by this variable in the system JSON file?

"JumpDistance": 9

I see values ranging from 2 to 18 in different systems
 
How does jumping across multiple systems work? Is that instantaneous too, just hop hop hop, or at each new system do you need to travel to a different location in the system to jump to the next one?
 
That would make some sense, larger systems and or pirate points could increase \decrease travel times to whatever inhabited world(s) exist. The hard part is always the trip to or from the recharge point.

Unless its the distance between systems (no context for that Variable, sorry), since there is a max range on jumps.
 
Canon says that a single jump is 30 light years or less. If you need to go farther, you have to make two jumps and that requires recharge at a star in between.
1: How does the charging time typically compare to the time getting from the planet to the jump point? Is one a bigger choke-point than the other?

and 2: It's not like you own the jumpship, you're just paying some random jumpship for transport, what's to stop you from immediately switching to a different jumpship which is already in that system and charged?