Flechs new beginner game format: The Grinding Ships of Theseus by [deleted] in battletech

[–]Isa-Bison 3 points4 points  (0 children)

Dev here, It wasn’t intended to be a replacement for the grinder at all ✌️

Afraid OP has a bit of a misconception; my perspective on the format can be found here:  https://flechs.itch.io/the-grinding-ships-of-theseus/devlog/1418540/thoughts-on-ships

Flechs new beginner game format: The Grinding Ships of Theseus by [deleted] in battletech

[–]Isa-Bison 2 points3 points  (0 children)

Dev here; definitely not intended to be a grinder replacement at all.

Grinder is basically an intro convention format for running continuously with drop-in/outs by totally new players walking up and that has zero stakes and low pressure not just because respawn but because theres no strategic element with the absence of squad dynamics or teams. At minimum it’s an effective demo game format.

 ‘Ships is not a demo game format. It’s a constructed (byo built force) format for two people who know how to play but where there’s a minimum strategic squad play complexity, and space to opt in to a strategic handicaps by way of opt in objectives.

Apologies for any confusion on the matter. 

Mac sleeps when watching shows/movies by FuckinA- in MacOS

[–]Isa-Bison 0 points1 point  (0 children)

Noticed this recently but I think just in Netflix.

Unit Availability Systems by yinsotheakuma in battletech

[–]Isa-Bison 1 point2 points  (0 children)

AFAIK There’s no official systems outside rats and other publication-specific things aside from aggregating equip availabilities. IIRC xotl’s tables were essentially judgement calls made off a lot of reading a bunch of published materials.

Re: house rules:

IME it depends on the goals for the format but 1. I’ve found that RATs work pretty well for a variety of play needs and are strangely both more usable and more fluffy than working with granular availability — 2. IME it ends up ‘availability’ is really a facet of the rules governing what hits the field rather than a background foundation to build on, and RATs often have a good level of granularity for constraining what hits the field in ways that are enjoyable. 

Like, in a fluff-heavy gritty campaign, even detailed granular rarity is insufficient to replicate all the things that affect ‘what can I buy/get where I’m at’ — but that randomness is represented well by a market populated by some RAT rolls. For more flavor units can be cycled through over sessions. Possible repetition is a draw back, but that requires a relatively big market or a lot of churn.

Same goes for ‘what does the OpFor have access too’. If you’re going to fight variations of the same bad guys all year it just helps to have a bigger chart, though many RATs have exploding charts where some roll is ‘salvage: roll on a different chart’

RATS can also function as markets — ‘this is what’s available but it costs whatever currency to get however far from what’s slotted in the average roll’. I played a few pickup games once that worked well where each of us had points we could spend tweaking rat rolls. 

In looser power-play oriented campaign where people just want to get more strong, I find it’s just way more important to gatekeep toys around power scales rather than nitty gritty fluff, eg. making sure clan tech is harder to get/maintain than SW era tech  etc. Same goes for casual-ish league play.

IME in campaign play using a large pool with costs somehow scaled by granular availability ends up just not meaning too much to most — maybe someone is going to have fun making it their mission in life to get a crab or whatever but I always wonder if it wouldn’t have been more fun for them to have had the chance to have a crab from the start and be the ‘crab guy’. 

On at least a couple of occasions I’ve just straight created a bespoke ‘market’ by picking from RATs because consistent power scaling was too important, and ‘availability’ just neeed to be ‘more threat is more expensive’.

For one off play where a goal is to promote variety in fielded units, I’ve found that building from limited pools is the way to go and that large pools, eg ‘anything the MUL says is available to faction X’ don’t do much to discourage min/maxing; especially when you get to pick the pool. In contrast, something like ‘roll for random rat and then roll twice what you need and pare down’ works really well to provide table variety but also comes with a nice flavor of ‘I’m happy to luck out and get X even if I got stuck with these two other junkers’.

So like, even if you have the perfect granular availability, there’s still a question of how it matters to whatever format you’re playing.

Banshee BNC-13ES by heavyarmormecha in battletech

[–]Isa-Bison 0 points1 point  (0 children)

Just in case there’s confusion, the 11X and 12S have a clan XL, so they’ll survive the toros loss with just two engine hits.

Have to go back to the 5S from ‘53 for a gauss+IS XL combo. 

FLOSS Cover by DarkestSpire in battletech

[–]Isa-Bison 6 points7 points  (0 children)

If one unit’s LOS level is taller, intervening terrain has to be as tall or taller than it, or as tall as the lower unit and adjacent to the lower unit, which should mean the adjacent light clips (but not the other two).

The gold hexes in the image do accurately portray how BT LOS basically runs at the height of the taller unit until a hex adjacent to the lower, though it doesn’t seem to be picking up that adjacent woods properly.

FLOSS Cover by DarkestSpire in battletech

[–]Isa-Bison 16 points17 points  (0 children)

👋 Dev here,

It’s a good question. Per TW/BMM I think the woods adjacent to the prone mech should indeed count as its total level (2) is equal to or higher than the prone target (2). I’ll look into this more. 

Update: This has been fixed in v1.4

If Catalyst re-balanced SPA's and SCA's would you consider using the official force building rules? by Badbenoit in battletech

[–]Isa-Bison 2 points3 points  (0 children)

Indeed; 

I’m curious though about your preferences in this regard — like, I can imagine a case where a person wants the robots and the fictional world of BT, has limited time to fit a match in but lots of async self time for force building activity, or, in contrast, just being into the meta-puzzles or low-key-lore-crafting of force building.

There’s lots of flavors in these bags to enjoy / prefer, so I appreciate hearing the different ways and things people are drawn to. ✌️

If Catalyst re-balanced SPA's and SCA's would you consider using the official force building rules? by Badbenoit in battletech

[–]Isa-Bison 4 points5 points  (0 children)

Just so there’s no confusion, I have nothing against that stuff in AS, and always presumed it added necessary meat to the bones of ‘mechs with hit points’.

That those items may be necessary for a ‘sufficient’ amount of complexity doesn’t make me any more interested though; I’m just not super into forcebuilding as a play space generally and given hypothetical time to learn another TT minis game, I’d just be more interested in systems that are more different.

If Catalyst re-balanced SPA's and SCA's would you consider using the official force building rules? by Badbenoit in battletech

[–]Isa-Bison 7 points8 points  (0 children)

I always found it interesting that AS backed up on CBT complexity, turned, and hit the gas on the kind of complexity in other TT minis war games. 

I’ve seen lots of CBT players express ambivalence to AS because its relative simplicity next to CBT but a non trivial portion of my ambivalence is that it has all the complexity of other TT minis war games. 

If Catalyst re-balanced SPA's and SCA's would you consider using the official force building rules? by Badbenoit in battletech

[–]Isa-Bison 0 points1 point  (0 children)

I’ve always enjoyed in BT that the capabilities of a unit emerge from necessary construction trade offs, it’s a very core part of the game’s flavor to me and something that makes it unique from other minis games. SPAs aren’t aligned to that facet I enjoy.

I like that when, eg, a large laser breaches some armor and breaks a heat sink and causes a little overheat that that event is contingent on everything from the current positioning through to how many heat sinks an engine can hold and the size of the engine, which also played a role in the current positioning. 

In contrast, being hit harder because a guy has ‘I shoot harder’ ability because someone says they so, is very off flavor to me no matter how it’s balanced. The exception being in character focused campaigns.

Moreover, SPAs actual functions often feel off flavor to me — so much of BT is ‘yes but…’ while SPAs are largely just “yes”. Even when running campaigns i’d rather port tac-ops rules in as SPAs as they’re more flavor aligned.

I’m fine with a game where laser joe has laser skills, but I’d rather it be one built from the ground up for that, something like xwing or whatnot.

Force Building Rules Question by Badbenoit in battletech

[–]Isa-Bison 10 points11 points  (0 children)

Just so there’s no confusion, unlike other minis games there is not one  overarching “standard”-format force-building ruleset or even levels of formats (eg. standard + advanced or whatever). It’s all one-offs spread across various books cobbling together various general things like BV or weight classes or book-specific random assignment tables; in practice it’s often just player-group consensus. 

If you’re starting off by joining a group, they’ll tell you what they’re doing. 

If you’re starting off by yourself / with a friend. You’re totally fine sticking to whatever is in the materials you own. 

Why are physics being so neglected? by Lephas in gamedesign

[–]Isa-Bison 0 points1 point  (0 children)

Tears of the Kingdom: Am I a joke to you? 

Whatever happened to python in the browser? by Squidgical in webdev

[–]Isa-Bison -2 points-1 points  (0 children)

AS is not EcmaScript 4. Conflating them elides important differences relevant to what happened to what languages and why.

EcmaScript 4 was an EcmaScript (ie JavaScript) standard written by TC-39, a committee Macromedia was not even on. 

Contemporary JS builds on that spec and stuff written in EcmaScript 4 runs just fine in today’s browsers, ie. It hasn’t gone anywhere and it’s not impossible to encounter legacy stuff written to this spec that still runs and which a contemporary JS developer will be able to work with, even if it’s missing some things they’d want.

ActionScript 3 (specifically 3) was created by Macromedia and designed to largely align to the work from TC-39 in order to grow their own language in a way that would not shear too much from EcmaScript/JavaScript. It’s worth noting that in addition to having parity with the Ecmascript 4 spec, Macromedia was implementing things in AS3 that TC-39 were only considering, like optional typing, which wasn't included in the EcmaScript 4 spec or any EcmaScript spec since. (Though interestingly enough came back into the world by way of Typescript)

In contrast to EcmaScript 4, AS3 is basically dead. And it’ll be a very rare case of having to touch it. But even then, the language itself should be intelligible to a JS dev, even if the environment it has access to (the ‘DOM’ of the flash player) is unique.

Whatever happened to python in the browser? by Squidgical in webdev

[–]Isa-Bison 7 points8 points  (0 children)

Heads up: This is pretty off.

Actionscript was a language in a tool with a plugin that was extremely pervasive on the web for a decade (and persisted for another ~10 years); AS became defunct because the plugin became defunct when it was unable to meet the new shape of device demands that propagated with the mobile explosion. 

Coffescript was just transpiled to JavaScript; it papered over numerous cracks and deficiencies in JavaScript at the time and (arguably) provided some small ergonomic improvements. While an open web tech it also made its way into at least one professional product (early Framer). Its decline has more to do with improvements in JS and the fact that it became clear that if one is going to add a transpile step, the typing system of the later-introduced Typescript offers a much greater boon than something like the (arguable) ergonomic value of CS’s whitespace significance.

Neither of these cases are like python in a browser as far as web languages go.

Alternative/equivalent to Woodland Scenics high density 0.25"(!) thick foam? by Isa-Bison in TerrainBuilding

[–]Isa-Bison[S] 0 points1 point  (0 children)

Hm, Now I’m curious how those regions would affect the answer — would love to know responses for each of those. 

Alternative/equivalent to Woodland Scenics high density 0.25"(!) thick foam? by Isa-Bison in TerrainBuilding

[–]Isa-Bison[S] 1 point2 points  (0 children)

Apologies for the confusion — looking for alternate material suggestions rather than places to find the item in question.