Post by earthcrosser599 on Apr 11, 2017 4:40:37 GMT
Actually, in the fluff, during bloodname trials, one person picks how two contestants fight, the other chosen the location, and elementals invariably choose to fight "unaugmented," aka hand to hand, especially against the aerospace pilots and mechwarriors.
Hopefully you guys are picking up on the contempt in my posts. I'm not defending that sort of play or that guy. I'm just being facetious about the incident.
Well, not that I don't enjoy bashing on people from my past that I despise, but maybe you guys can chime in on a fairly large-scale project I was considering.
The battletech fluff is at its best for me from 3050 at the start of the clan invasion all the way until the end of Task Force Serpent. At the same time, I know that the bulk of the local players haven't read and don't care about that stuff.
So! I was thinking about doing a campaign sometime during Operation Bulldog, specifically the liberation of one of the planets in the Smoke Jaguar occupation zone (I'm taking inspiration from the first Mechcommander game). The setup is liberating the planet, but things go awry. Surface-based capital scale guns begin firing on the dropships, resulting in two groups being separated, the two groups being two teams of players.
Being split, the two teams have their own objectives to achieve over 2 missions each. I'm thinking 4 players per team, a solid Lance each, with the option of adding more pending player interest.
Team 1 is going to try to disable the two surface guns so that the dropships can be used in act 3. On their first mission, if they keep their eyes open, they can find evidence of a set of weapon batteries hidden in the cliffs of Team 2's second mission.
Team 2 is sent to capture or destroy a Hyperpulse Generator station that can potentially be used to call in reinforcements for the clans. On their first mission, if they find and capture a mobile hq truck, they'll discover a third, mobile antiship weapon that team 1 is unaware of.
If team 1 doesn't find evidence of the guns, team 2 will meet much greater resistance in their side of the scenario fighting these automated weapons. If team 2 doesn't find evidence of then third gun, the dropships supporting the team will be destroyed at the start of act 3.
Act 3 will be both teams reuniting to take the fortified star port that serves as the hub for the jaguar command. I'm thinking of having a "boss" squad of heavy and/or assault mechs at the final battle. Anyone still standing can partake in the final mission.
I figure a really simple repair/reload phase between missions, with easy salvage options for everyone to make things easy for people who aren't super into the fluff. The entire thing will be at most 3 sessions per player, 5 sessions for me.
Thoughts?
Hopefully you guys are picking up on the contempt in my posts. I'm not defending that sort of play or that guy. I'm just being facetious about the incident.
Well, not that I don't enjoy bashing on people from my past that I despise, but maybe you guys can chime in on a fairly large-scale project I was considering.
The battletech fluff is at its best for me from 3050 at the start of the clan invasion all the way until the end of Task Force Serpent. At the same time, I know that the bulk of the local players haven't read and don't care about that stuff.
So! I was thinking about doing a campaign sometime during Operation Bulldog, specifically the liberation of one of the planets in the Smoke Jaguar occupation zone (I'm taking inspiration from the first Mechcommander game). The setup is liberating the planet, but things go awry. Surface-based capital scale guns begin firing on the dropships, resulting in two groups being separated, the two groups being two teams of players.
Being split, the two teams have their own objectives to achieve over 2 missions each. I'm thinking 4 players per team, a solid Lance each, with the option of adding more pending player interest.
Team 1 is going to try to disable the two surface guns so that the dropships can be used in act 3. On their first mission, if they keep their eyes open, they can find evidence of a set of weapon batteries hidden in the cliffs of Team 2's second mission.
Team 2 is sent to capture or destroy a Hyperpulse Generator station that can potentially be used to call in reinforcements for the clans. On their first mission, if they find and capture a mobile hq truck, they'll discover a third, mobile antiship weapon that team 1 is unaware of.
If team 1 doesn't find evidence of the guns, team 2 will meet much greater resistance in their side of the scenario fighting these automated weapons. If team 2 doesn't find evidence of then third gun, the dropships supporting the team will be destroyed at the start of act 3.
Act 3 will be both teams reuniting to take the fortified star port that serves as the hub for the jaguar command. I'm thinking of having a "boss" squad of heavy and/or assault mechs at the final battle. Anyone still standing can partake in the final mission.
I figure a really simple repair/reload phase between missions, with easy salvage options for everyone to make things easy for people who aren't super into the fluff. The entire thing will be at most 3 sessions per player, 5 sessions for me.
Thoughts?