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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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<blockquote data-quote="Drakknyte32" data-source="post: 1469478" data-attributes="member: 16580"><p>Time honored tradition or no, I still like to know what exactly I'm piloting.</p><p></p><p>If someone could explain more to me about mechs in the game I'd appreciate it. Some of my main questions.</p><p></p><p>What is a ppc? I see them on a lot of mechs but I don't know what they are.</p><p>How does armor work? I was hoping I could get a mech with heavy enough armor that I could just kind of walk around and laugh at others puny attempts to harm me. Then I realized I have no idea if even an assault could stand up long to concentrated firepower.</p><p>How do weapon ranges/speed work? I assume my mech is going to be slow and thus need long range weapons but I don't know how either work.</p><p>How does ammunition and missiles work? I read something about missiles doing damage according to number in a volley but otherwise I'm lost.</p><p>How much does ammo cost? Do you have to be really careful and conserve ammo in battle?</p><p></p><p>A not mech related question. How do characters grow? do we gain levels? attribute points? what?</p><p></p><p>regarding skills. I kind of saw my character as self taught so some skills would be different from what you posted. Here's some more ideas</p><p>Unarmed combat would be 1 at most. He's never had to get in a real fight so he's kind of lost in that area.</p><p>Tech could be at 2. He knows how to fix a mech but mostly from old records and trial and error.</p><p>Gunnery could be at 3. He's spent a lot of time in a realistic simulation, he has plenty of practice with his mech's guns.</p><p>Survival works. He's spent days at a time wandering around the wasteland.</p><p>Small arms doesn't work but I'm trying to come up with a reason to make it work. maybe a different part of the sim or a firing range with equipment in the lab.</p><p>Computers could be at 1. They're pretty much all there is to do on the planet but he has become more and more preoccupied with the mech.</p><p>Not sure about other skills. What do you think a colonist on a barely habitable planet would know?</p><p></p><p>Could any of the above skills replace the ones you posted or are those some sort of skill set? It looks kind of like the ones on the first page. He would probably lean more towards mech combat than mental abilities. Unless we need someone with more mental abilities, In which case I'll try to make my character with them. </p><p></p><p>I'd like to keep the assault mech but if I need to get a heavy instead than so be it. Or perhaps a plane.</p><p></p><p>I'll up my Refl to 6 next time I write up my character</p></blockquote><p></p>
[QUOTE="Drakknyte32, post: 1469478, member: 16580"] Time honored tradition or no, I still like to know what exactly I'm piloting. If someone could explain more to me about mechs in the game I'd appreciate it. Some of my main questions. What is a ppc? I see them on a lot of mechs but I don't know what they are. How does armor work? I was hoping I could get a mech with heavy enough armor that I could just kind of walk around and laugh at others puny attempts to harm me. Then I realized I have no idea if even an assault could stand up long to concentrated firepower. How do weapon ranges/speed work? I assume my mech is going to be slow and thus need long range weapons but I don't know how either work. How does ammunition and missiles work? I read something about missiles doing damage according to number in a volley but otherwise I'm lost. How much does ammo cost? Do you have to be really careful and conserve ammo in battle? A not mech related question. How do characters grow? do we gain levels? attribute points? what? regarding skills. I kind of saw my character as self taught so some skills would be different from what you posted. Here's some more ideas Unarmed combat would be 1 at most. He's never had to get in a real fight so he's kind of lost in that area. Tech could be at 2. He knows how to fix a mech but mostly from old records and trial and error. Gunnery could be at 3. He's spent a lot of time in a realistic simulation, he has plenty of practice with his mech's guns. Survival works. He's spent days at a time wandering around the wasteland. Small arms doesn't work but I'm trying to come up with a reason to make it work. maybe a different part of the sim or a firing range with equipment in the lab. Computers could be at 1. They're pretty much all there is to do on the planet but he has become more and more preoccupied with the mech. Not sure about other skills. What do you think a colonist on a barely habitable planet would know? Could any of the above skills replace the ones you posted or are those some sort of skill set? It looks kind of like the ones on the first page. He would probably lean more towards mech combat than mental abilities. Unless we need someone with more mental abilities, In which case I'll try to make my character with them. I'd like to keep the assault mech but if I need to get a heavy instead than so be it. Or perhaps a plane. I'll up my Refl to 6 next time I write up my character [/QUOTE]
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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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