Any thoughts on how you'd tweak the mechs? I'm thinking along the same lines, at least for the reseen machines like the 55 ton siblings and the Thunderbolt, but i'm having a heck of a time thinking about what to give them to differential them...
I had a whole list ready to post, but I decided it was silly and deleted it. Maybe I'll try again. Or just delete all the HM quirks and be done with it.
Anyway, I tried to come up with quirk ideas that addressed what I saw as weakness, that made mechs more effective at their stated roles, or that just added a bit of flavor. For example:
- The Trebuchet and Javelin 10N are missile boats, but the former isn't as good at it's job as a Centurion and the latter suffers from rookies who can't shoot, so both get the Missilery Suite. Ditto for the Catapult because it's as much a classic as the Archer and it deserves the same treatment.
- The Urbanmech has a big gun, but rookies can't handle the recoil and veterans have something better. Plus it's slow as molasses. It gets Stable (-1 recoil) and Low Profile (+1 hit defense).
- The Locust, Spider, and Cicada are scouts, so they get a Scouting Suite that gives them a rangefinder and sensor lock.
- The Quickdraw is supposedly quick on the draw so it gets +1 initiative.
- The Dragon is supposed to be a brawler, so it gets melee, stability, and DR buffs so it can work as a mid game tank.
- The Phoenix Hawk, Wolverine, and Battlemaster (IIRC) are often command mechs, so they get the Lance Command Module (which I'd drop to just the DR, because that Called Shot bonus is way, way too powerful).
- The Blackjack and Jagermech JM-6S get the same -recoil buff as the Rifleman.
- All of the expansion mechs that already have special gear don't get anything more.
- The Commando gets the "Can't Buy Life Insurance" quirk - "You may think you can survive a battle in a Commando, but the actuaries know better." (-1 morale)
- The Firestarter, Centurion, and a few others are all set. They get a smiley face sticker or something.
For the other hundred variants I really don't know...
For #1 I've been using a house rule for the past couple of careers to keep from having all 4x10's by midgame.
When a pilot is at 6 in any of the 4 skills, I have to roll 2-6 on a d6 to increase to 7, then 3-6 to go to 8, then 4-6 to go to 9, then 5 or 6 to go to 10.
It gives me a stable of varied pilots and occasionally somebody ends up finishing with all skills between 6 and 8 which gives me a reason to fire them and hire someone new to train.
After all, you should never know what someone's ceiling is before they reach it.
For pilots I made a chart with max skill points from 20 to 40 on a bell curve. I figure a mercenary company would give a potential hire some sort of aptitude test, so I'm comfortable giving them a number before they get there. It's an abstraction of an abstraction, so whatever.
I'll assign numbers to the PC and starting mechwarriors on day one. For the hiring hall I'll number the available mercs 1-?, then roll for them all. It actually ought to make for some interesting choices. Which is better, a 5/3/8/4 mechwarrior who tops out at 25, or a 2/3/2/2 mechwarrior who can reach 33?
Knowing what you get from the start also let's you plan out your pilot builds. It's on a curve so 80% should land in the 25-35 point range. A pilot with 25 points can be a solid specialist, and 35 points gets you a versatile master of destruction (even if they're not quite a wizard).
Having said all that, a mod that did the following would be sweet:
- Put a randomly generated skill cap (20-40) on all mechwarriors, including the PC.
- Put a random modifier on each mechwarrior's XP gains, making them learn at a variety of rates.
- Simulate an in depth pre-hire screening by giving each mechwarrior traits that give the player an idea of that mechwarrior's growth potential.
For example:
- Tags like "Quick Study" and "Slacker" indicate that the MW will gain XP more rapidly/slowly, with the precise bonus/malus chosen randomly from a preset range.
- Tags like "Huge upside" and "Just happy to be here" indicate about how many Skill Points the MW can earn. The idea is that the player has a sense of the MW's potential (like within a 5 point range) but not perfect knowledge.
I think that combo of where they are right now, how far they can go, and how fast they can get there would make hiring decisions a lot more interesting. It could also be tied to Argo upgrades, with the simulator and improved simulator giving the player more precise information.
So yeah, it's a lot and the basics can be covered with a printed chart and an RNG on my phone, but it would make for a deeper game.