MekHQ is a java helper program for the MegaMek game that allows users to load a list of entities from an XML file, perform repairs and customizations, and then save the new entities to another XML file that can be loaded into MegaMek.
I would like to propose an optional rule to the way Techs make their repair rolls.
When a tech makes a repair roll the the tn for the repair does not indicate success or failure but rather time to fix the part. This rule would remove the rush job and take your time rules.
For example.
Let us say a part has a tn of 7 to fix and will take 90 minutes to repair
If my tech rolls a 7 then the part is fixed in 90 minutes
If my tech rolls an 8 the part is repaired in 45 minutes as though he did rush job x2. the MoS would speed up the time of the repair up to a max of x4 for a MoS of 3
If my tech rolls a 6 then the repair will take 180 minutes as though they took their time x2. the MoF would slow down time x3, x4, x5, ... with no bottom limit. Needing a 12 and rolling a 2 would be a x10 multiplier.
Once the work is started the player should be able to see how long it will take if the repair rolls over into additional days. The work also cannot be canceled and rerolled. To stop work the player would be required to scrap the part.
Optionally allow a player to set a margin of failure limit where the repair fails if they exceed it. using these rules that failure should break the part.
It is my hope that these rules will create less busywork in the repair bay while making every tech useful. Green techs can be assigned less critical tasks while the bigger more important, or priority repairs, would be handled by your best techs.
this sounds like a really great way, to streamline the existing system. its the same effective end result and adds an interesting strategic aspect to tech assignment
I would like to propose an optional rule to the way Techs make their repair rolls.
When a tech makes a repair roll the the tn for the repair does not indicate success or failure but rather time to fix the part. This rule would remove the rush job and take your time rules.
For example. Let us say a part has a tn of 7 to fix and will take 90 minutes to repair
If my tech rolls a 7 then the part is fixed in 90 minutes
If my tech rolls an 8 the part is repaired in 45 minutes as though he did rush job x2. the MoS would speed up the time of the repair up to a max of x4 for a MoS of 3
If my tech rolls a 6 then the repair will take 180 minutes as though they took their time x2. the MoF would slow down time x3, x4, x5, ... with no bottom limit. Needing a 12 and rolling a 2 would be a x10 multiplier.
Once the work is started the player should be able to see how long it will take if the repair rolls over into additional days. The work also cannot be canceled and rerolled. To stop work the player would be required to scrap the part.
Optionally allow a player to set a margin of failure limit where the repair fails if they exceed it. using these rules that failure should break the part.
It is my hope that these rules will create less busywork in the repair bay while making every tech useful. Green techs can be assigned less critical tasks while the bigger more important, or priority repairs, would be handled by your best techs.