Hey everyone. I've been looking over the posts in this thread and I have some comments:
I think the easiest way to handle missiles is to make them linked. After all, there are only 3 different levels of SRMs and four of LRMs. Linked 1-3 would be the easiest way to model multiple missile hits. you could possibly then spend advantage/triumph to hit specific body locations (maybe with a boost die for having a targeting computer, or some other advantage). Linked is a Genesys mechanic that already exists to handle this exact problem. It works great for all the other weapons too: I always liked mounting three or four medium lasers on one arm and linking them all together to blast away at my enemies! You could even simulate the mech pilot linking and unlinking weapon groups in combat (Maybe linking/unlinking weapon groups is a maneuver, possibly with a talent that makes it an incidental instead).
As for the locations, I think they should be, along with hard points and weight, the basis for building mechs in the first place. GiantDad219 's posts from above seem like a really good starting point for the basic stats. One of the things I always loved about building mechs in the video games and for the tabletop was the puzzle of trying to fit all the *stuff* onto my mech. Where would it fit? How close am I to my weight limit? How much armor can I afford to install. Can I cram an extra heat sink in my mech's head next to the ECM? I think this load-out customization is one of the hallmarks of Battletech/MechWarrior. I also think Genesys can model it very easily with just a few guidelines. OK, so here it goes:
Basic mech chassis would each have a number of available hard points that could be used by the mech builder to customize their mech (just like in the older games but with the much easier Genesys hard point system to use). Weapons, armor, heat sinks, ammo & CASE systems, electronic warfare suites, cargo holds, etc. can all take up certain numbers of hard points. I'll have to put some thought into an easy, Genesys friendly way to make locations work with the combat rules, but I think they could work similarly to the Defense zones and armor of Star Wars/Genesys vehicles (which have "fore, port, starboard, aft" defense zones and an overall armor rating). In addition to the normal Genesys defense zones, each mech could have locations that take the place of the normal armor value and represent the different areas: Head, Center Torso, Left Torso, Right Torso, Left Arm, Right Arm, Left Leg, Right Leg. These locations would be used for armor and equipment placement/allocation as well as being specific areas that could be targeted by attacks or affected by critical hits (yes, I DO want to aim for the legs!). Each location would have a certain number of available hard points, based on the overall tonnage of the mech chassis, which could be filled with armor, weapons, or whatever, based on the builder's desire. Right now I'm thinking that armor could be installed by the location with each armor rating taking up one hard point (for simplicity, instead of trying to work out how much everything weighs, just base the number of hard points a mech chassis contains on it's weight). For example, if I have a 40 ton medium mech chassis (silhouette 3 seems about right for that), I might choose to install enough armor for each of the limbs and head to have an armor rating of 2 and the torso locations to have an armor rating of 3. Lets say a 40 ton, silhouette 3 mech has four hard points in each limb, three in the head, four in each side torso and six in the center torso. The armor would take up two hard points in each limb and the head, and three hard points in each of the torso locations. If I wanted I could increase the armor ratings (maybe to 3 & 4 respectively), but then I seriously have to think about what I want to do with the fewer hard points I have left. I still have to mount weapons, ammo, an engine, extra heat sinks and all the other goodies I want!
As far as heat goes: It's very important to getting that Battletech/MechWarrior gameplay feel and I think system strain is another preexisting Genesys mechanic that is perfect for modeling it. Heat buildup basically IS system strain in Battletech. Perhaps each basic mech chassis starts out with a "Heat Threshold" that is essentially the same as a vehicle's Strain Threshold. Mechanically it would work much the same as system strain: pilots can take actions to reduce it and heat sinks would offset and automatically reduce it (based on how many you had installed), but going over your threshold results in an auto-shutdown, or worse... The biggest difference from normal System Strain would be that the primary way of gaining Heat would be through firing your own weapons and each weapon would have a heat cost associated with firing it. That means that managing your heat (much like managing system or personal strain in SW) becomes tactically very important, which feels right for Battletech. I'm thinking that each mech chassis should come preinstalled with a certain number of heatsinks (that go with the engine and are included in its hard points). Each additional heat sink installed takes up an extra hard point wherever the builder chooses to install it (double heat sinks take up two, but might be more efficient somehow). For example, lets say my 40 ton silhouette 3 mech from above has a "Heat Threshold" of 10 and a "Current Heat" value of 0 [which would be normal for a mech not suffering from heat buildup]. I install an engine that comes with 3 heat sinks and I install two more in the body for a total of 5 heat sinks. Then lets say I mount four medium lasers, which each (for the sake of this example) generate 2 Heat every time they are fired. My mech is automatically removing 5 heat every turn, so I can fire two of my medium lasers every turn (+4 Heat) without generating any lasting heat. But if I fire all four medium lasers, I'm generating +8 heat that turn, only 5 of which are reduced by my heat sinks, leaving me with 3 Heat (increasing my mech's "Current Heat" by 3, from 0 to 3). I'm still good for now, but if my "Current Heat" value reaches or exceeds my Heat Threshold (in this case, 10) my mech goes into auto-shutdown and I'm in danger of an internal explosion (a roll on the crit table, Ohh boy!). On my next turn, if I did nothing that generated more heat, my heat sinks would remove 5 heat automatically, bringing my "Current Heat" back down to my normal level of 0 (In this example, I could even fire one medium laser (+2 heat) and still get back down to 0 [ 3 Current Heat + 2 Heat - 5 Heat = 0 Current Heat]).
Anyway, I plan on putting some thought into all this and I'll post updates as I come up with more ideas. I welcome any comments you guys have on this stuff too, of course!
Edited by GM SpectreSpelling, content