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=BTA Developer Blog #2: BTA and the Clans=
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= BTA Developer Blog #3: Tanks For All The Fish =
  
Welcome back to the BTA Developer Blog series, where I take a look at and explain various facets of BTA's design for your edification. Today, I'm talking all things Clan and putting to rest why BTA's Clans are the way they are.
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Welcome back to the BTA Developer Blog series, where I take a look at and explain various facets of BTA's design for your edification. Today I'm talking about tanks and why BTA's tanks are as they are. I'm covering a handful of topics here so strap in.
  
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One of the most common complaints we receive here at BTA Headquarters is about tanks: "they're overpowered, I hate them, why are they so broken?!" My response has been and remains that tanks aren't broken, they just take a little learning to figure out how to deal with. This has always been true. BTA's tanks are more durable than new players expect coming from vanilla and are programmed to be clever about what side faces the player so that they attempt to shield their damaged locations, giving a false sense of, forgive me, "tankiness". Add to this that BTA's tanks largely are more dangerous too, and you get the frequent complaint that tanks are overpowered. So the question is, why are our tanks like this? The reason is fairly basic: I wanted tanks to be more threatening. In vanilla HBS BT, tanks are essentially jokes. There's none with really serious armor and only a couple that are even vaguely threatening (the Demolisher and Schrek are about it, the Gallant Urban from Urban Warfare too). In the base game, tanks are jokes that might as well not be there for all the threat they pose. I don't like that, tanks have certain advantages in-setting that should be reflected in BTA. Tanks don't dedicate tonnage to cockpits or gyros or anything like that, they have more space for armor and guns. They can be a real threat if ignored, so BTA reflects this. I believe we've succeeded at making tanks dangerous but manageable with attention. Sometimes, that means you need to focus them over the mechs. Paradoxically, although tanks often have a lot of armor, they are sometimes squishier than might be expected. Because they have limited locations to take hits on, good focused fire can often crush a tank, even one with heavy armor, faster than an equivalent mech. Because mechs have more locations, they spread damage a lot more than tanks do.
  
BTA did not start with the Clans, it was IS-only for quite awhile, from BTA's release in June 2019 until April 2020 in fact. However, in April 2020 BTA released v5.0, which brought the Clans, the larger Inner Sphere map, and a bunch of extra IS factions to the party. The first thing everyone did was grab the Clans and start playing with them. This led to the inevitable discovery that BTA's Clans aren't exactly the way BT tabletop depicts the Clans. Their weapons were rebalanced to be different, to be shorter range and higher heat. While I did explain myself at the time, this seems like a fine time to really make it clear how this all works and why it works this way. There's two aspects to BTA's Clans: their gear and their factions. We'll start with factions.
 
  
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There is one other quirkiness to address concerning playable tanks that's a little harder to explain: tanks getting stuck a lot. So, this is a little mechanical-focused, but essentially tanks getting stuck is a matter of their movement profile definitions. Tanks have movement profiles (wheeled, tracked, hover) that define how their movement interacts with terrain such as trees, rough terrain, or elevation changes. These values can change how they move around. Notably, mechs have these definitions as well. With tanks, to keep them semi-accurate to how these kinds of vehicles actually behave, the definitions are more restrictive than mech equivalents. This makes sense: a tracked vehicle is gonna have a harder time with water than a mech will since feet are better at moving through water than tracks are. The consequence of this being realistic is that sometimes, tanks get spawned somewhere they can't move off of (this is most common with hovercraft, which cannot move through trees at all and often get spawned inside of a forest). The biggest culprit is usually elevation issues, tanks can only manage certain steepness of slopes and if they're spawned on top of a hill that's too steep, they can't get down. There isn't a great fix to this: if we open up their movement profiles then they start behaving unusually (tracked tanks speeding through water like hovers, for instance, or going up and down sheer cliffs). We could try to set it so they can go over most stuff but not everything, but the math is tricky and there's not a good way to test anything. Some folks have suggested the 1-hex jump jet solution: just give everything 1 jet so they can hop and it'll be fixed. Problem is that giving tanks jets is impossible, tanks don't have the concept of jumping in the files so I couldn't give them a JJ if I wanted to. There just isn't a great way to fix this. We've already fiddled with the movement profiles some, though I'll keep an eye on it going forward.
  
When BTA Clans released, there were 3 Clans available: Wolf, Ghost Bear, and Jade Falcon. All of these had their own space and none of them offered contracts, nor could players ally with any of them or even gain reputation with them at all. This raised outcry, people were confused and some were unhappy: why would BTA do this? Players wanted to befriend the Clans! Why did BTA deny this? The reason is because in-setting, the Clans really don't hire mercenaries. They tend to consider mercs undeserving of respect and dislike them greatly. Since the player is a mercenary company in BTA, it wouldn't make sense to let Clans hire them: why would they hire someone they hate? Much later on, BTA added two more Clans, both of whom mix things up a little: Diamond Shark and Nova Cat. Diamond Shark goes the extra mile and doesn't offer contracts but also can't be fought against either, they barely have a battlefield presence at all: they're merchants, not warriors, they want your c-bills not your blood. Clan Nova Cat is where BTA finally gave players what they wanted: CNC offers contracts and can be allied with. Why them and not the others? Because Clan Nova Cat at this point in the timeline has abandoned Clan precepts, is no longer part of Clan space or the Clan council, and is fully acclimatized to the Inner Sphere. Since they're now Inner Sphere locals, they realize that they gotta work with mercs and so they do.
 
  
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However, tanks have a flip-side, the player side. See, in BTA we added the ability for tanks to be fieldable by the player, taking them from menace to menacing. Notably though, there's a few quirks. First, only some tanks can be used either by purchase or salvage. Second, *no* tanks can be modified, they come stock and that's what you get. Why are these two things true? A bunch of reasons. Let's start with tank modification. Having a mechbay for tanks isn't available in BTA for two reasons: it both can't be done and I don't want it to be done anyway. Tank modification currently is actively unable to be done by anyone (BTA, RT, anyone). Now, there's talk that that might be changing eventually, which brings us to the second, more salient, point: it is not my design that tank modification should be possible. Player tanks are intended to be support units, not primary units. They're available to players as a change of pace and as a fun option to mix up their drop decks. I don't really intend for tanks to be the stars of the ~~show~~mod. Further, allowing tank modification would require that tanks somehow have their canon building restrictions respected (example: non-ammo using energy weapons on tanks require enough standard heat sinks to be installed to totally neutralize the heat generated, that rule would need enforced somehow). How do we handle engines on tanks? Tanks don't work like mechs, where if you change the engine size the movement changes. Instead, tanks have their movement profiles hard-defined behind the scenes, you could just *remove* the engine and the tank would still be operational in-contract. That'd have to be enforced somehow. There's more, but I suspect the point has been made: enforcing tank build rules opens a really bad Pandora's Box that I'm not interested in opening for honestly minor gain. No thanks.
  
Also when BTA Clans was released, it did not take long for players to realize that the weapons had been changed, many of them heavily (cLRMs, cLPLs, cERPPCs all were frequent targets of complaints). As a general rule (there's a few exceptions) Clan weapons were rebalanced to be higher damage and lighter weight/smaller size while being shorter ranged and higher heat than a straight TT conversion would indicate. Why? Two reasons, one lore, one gameplay. First, as I was making the Clan module, I was reading over Clan lore and backstory. In Clan culture, there is a focus on dueling and on pilot skill as the ultimate arbiter of combat. However, on table, Clan weapons are universally strictly better than IS ones, often in terms of *range* as well as damage, which made no sense to me. Why would a culture that relies on 1v1 dueling for their conflict resolution also rely on extremely long-ranged guns for those duels? The IRL equivalent is like being a cowboy in the old west and challenging someone else to duel, but instead of pistols at noon it's sniper rifles at noon and you plink away from a half-mile away at each other. It makes negative sense and more to the point it's not how Clan duels are portrayed in fiction. In fiction, Clanners often face each other within visual and sensor range, don't hide either visually or from sensors, and use their superior skill to win, not the limits of their technology. So, I rebalanced Clan weapons accordingly: higher heat and damage with shorter range encourages short, sharp, decisive, skill-based engagements. From player commentary, it seems to have been a success: Clan loadouts favor alpha-strikes that kill or cripple in one or two shots. This is good and what was desired.
 
  
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The second quirkiness of player tanks in BTA is that only some are available to the player. Why is this? Two-fold reasons. First, to make a tank playable in BTA requires a decent spot of work and I didn't want to do it for every tank for very minimal gain. Who's gonna actually want to field the Vedette Liao (2 Medium Lasers)? No one, that's who, why bother doing the work for something no one will use? There's a lot of tanks that, in all honesty, are fit for the OpFor but aren't interesting for players to command (Vedettes, Scorpions, J.Edgars, etc, these are just easy examples). It's fun to shoot Vedettes and watch them explode into flames. It's not as fun to drive the useless things and be a waste of 50 tons, so we just skipped the whole debate and saved people from wasting their time. This was a matter of smart use of effort and time. Second, like mentioned above, tanks are meant to be supporting units, not primary units. Tanks shouldn't be the stars of the show, but the supporting cast. They don't get prime billing in BTA and that's on purpose. To encourage this, the selection of tanks was largely centered on fire-support (direct and indirect alike) tanks or scouts, with only a small handful of main battle tanks such as the Manticore and Challenger. The majority of what's available are things like carriers or fast hovers, stuff meant to do a job, not be anchors of a combat line. Yeah tanks like the Devastator or Challenger are available but they're in the minority here as the goal was not to encourage 12 tank play but to encourage 8 mech/4 tank play. Moving artillery into tanks is sensible: it's what happens in-setting and that's for a reason. BTA reflects that by choice.
  
However, there's a second reason the Clan weapons were changed: to change the nature of gameplay. Inner Sphere mechs have to make compromises between speed/firepower/endurance. Clan technology generally lets them not have to make those compromises because of cEndo/cFerro/cXL and their weapons all being lighter. This makes Clans strictly better, which is bad gameplay. By introducing downsides to Clan technology, the gameplay changes. Now, Clan loadouts aren't all upside: there's compromises to make. Compromises make interesting gameplay and loadouts. Getting everything for free is boring and bad design. Better gameplay design is introducing side-grades, compromises, complexity. Changing Clan weapons to not be purely upside makes gameplay more complex, which keeps players coming back to explore and experiment more. From what I've seen in various chatter since introducing the Clans, I believe this approach succeeded, at least somewhat (the AI isn't as smart about Clantech as I'd like, still working on that, it's always a process).
 
  
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So there you go, BTA Tanks: a little quirky, a little weird, I think worth it and interesting. They can be difficult and frustrating but they're also fun to play with and change up the playstyle enough to be fun to work with. Give them a shot if you haven't already, just be aware of their weirdnesses.
  
There is also the matter of the Clan quirks. True Clanmechs, omnis and battlemechs alike, have a pair of global "Clan quirks", one positive and one negative. The positive quirk provides a lot of good bonuses, such as move speed, heat dissipation, and better targeting, while the negative quirk provides a massive debuff for melee attacks (except for DFAs). These were included to help differentiate the Clan pilots a little as well as to represent that the Clan chassis come with inherent benefits. Notably, the Clan negative quirk was made because Clanners disdain melee combat and don't build their mechs for it. However, a sharp eye will notice that I left off DFAs from the list of penalized melee attacks. The reason for this is that DFAs are bold and come with honor built-in: to pull one off requires high pilot skill and is both dangerous and flashy: the perfect Clan maneuver, doubly so if it kills the target. Other melees are dishonorable but DFAs are big and showy and impressive when they work, so they're ok. Clan culture at its finest.
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= Previous Developer Blogs =
 +
[[BTA Developer Blog 1: BTA's Core Philosophy|BTA Developer Blog #1: BTA's Core Philosophy - 2021/5/18]]
  
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[[BTA Developer Blog 2: BTA and the Clans|BTA Developer Blog #2: BTA and the Clans - 2021/5/24]]
  
There you go, BTA's reasons for the Clans. Hopefully, this settles the question going forward. Come back next time for another, hopefully less divisive, blog!
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[[BTA Developer Blog 3: Tanks For All The Fish|BTA Developer Blog #3: Tanks For All The Fish - 2021/5/31]]
 
 
=Previous Developer Blogs=
 
[[BTA Developer Blog 1: BTA's Core Philosophy - 2021/18/5]]
 
 
 
[[BTA Developer Blog 2: BTA and the Clans - 2021/24/5]]
 
  
 
[[Category:Dev Blogs]]
 
[[Category:Dev Blogs]]

Revision as of 06:57, 2 June 2021

BTA Developer Blog #3: Tanks For All The Fish

Welcome back to the BTA Developer Blog series, where I take a look at and explain various facets of BTA's design for your edification. Today I'm talking about tanks and why BTA's tanks are as they are. I'm covering a handful of topics here so strap in.

One of the most common complaints we receive here at BTA Headquarters is about tanks: "they're overpowered, I hate them, why are they so broken?!" My response has been and remains that tanks aren't broken, they just take a little learning to figure out how to deal with. This has always been true. BTA's tanks are more durable than new players expect coming from vanilla and are programmed to be clever about what side faces the player so that they attempt to shield their damaged locations, giving a false sense of, forgive me, "tankiness". Add to this that BTA's tanks largely are more dangerous too, and you get the frequent complaint that tanks are overpowered. So the question is, why are our tanks like this? The reason is fairly basic: I wanted tanks to be more threatening. In vanilla HBS BT, tanks are essentially jokes. There's none with really serious armor and only a couple that are even vaguely threatening (the Demolisher and Schrek are about it, the Gallant Urban from Urban Warfare too). In the base game, tanks are jokes that might as well not be there for all the threat they pose. I don't like that, tanks have certain advantages in-setting that should be reflected in BTA. Tanks don't dedicate tonnage to cockpits or gyros or anything like that, they have more space for armor and guns. They can be a real threat if ignored, so BTA reflects this. I believe we've succeeded at making tanks dangerous but manageable with attention. Sometimes, that means you need to focus them over the mechs. Paradoxically, although tanks often have a lot of armor, they are sometimes squishier than might be expected. Because they have limited locations to take hits on, good focused fire can often crush a tank, even one with heavy armor, faster than an equivalent mech. Because mechs have more locations, they spread damage a lot more than tanks do.


There is one other quirkiness to address concerning playable tanks that's a little harder to explain: tanks getting stuck a lot. So, this is a little mechanical-focused, but essentially tanks getting stuck is a matter of their movement profile definitions. Tanks have movement profiles (wheeled, tracked, hover) that define how their movement interacts with terrain such as trees, rough terrain, or elevation changes. These values can change how they move around. Notably, mechs have these definitions as well. With tanks, to keep them semi-accurate to how these kinds of vehicles actually behave, the definitions are more restrictive than mech equivalents. This makes sense: a tracked vehicle is gonna have a harder time with water than a mech will since feet are better at moving through water than tracks are. The consequence of this being realistic is that sometimes, tanks get spawned somewhere they can't move off of (this is most common with hovercraft, which cannot move through trees at all and often get spawned inside of a forest). The biggest culprit is usually elevation issues, tanks can only manage certain steepness of slopes and if they're spawned on top of a hill that's too steep, they can't get down. There isn't a great fix to this: if we open up their movement profiles then they start behaving unusually (tracked tanks speeding through water like hovers, for instance, or going up and down sheer cliffs). We could try to set it so they can go over most stuff but not everything, but the math is tricky and there's not a good way to test anything. Some folks have suggested the 1-hex jump jet solution: just give everything 1 jet so they can hop and it'll be fixed. Problem is that giving tanks jets is impossible, tanks don't have the concept of jumping in the files so I couldn't give them a JJ if I wanted to. There just isn't a great way to fix this. We've already fiddled with the movement profiles some, though I'll keep an eye on it going forward.


However, tanks have a flip-side, the player side. See, in BTA we added the ability for tanks to be fieldable by the player, taking them from menace to menacing. Notably though, there's a few quirks. First, only some tanks can be used either by purchase or salvage. Second, *no* tanks can be modified, they come stock and that's what you get. Why are these two things true? A bunch of reasons. Let's start with tank modification. Having a mechbay for tanks isn't available in BTA for two reasons: it both can't be done and I don't want it to be done anyway. Tank modification currently is actively unable to be done by anyone (BTA, RT, anyone). Now, there's talk that that might be changing eventually, which brings us to the second, more salient, point: it is not my design that tank modification should be possible. Player tanks are intended to be support units, not primary units. They're available to players as a change of pace and as a fun option to mix up their drop decks. I don't really intend for tanks to be the stars of the ~~show~~mod. Further, allowing tank modification would require that tanks somehow have their canon building restrictions respected (example: non-ammo using energy weapons on tanks require enough standard heat sinks to be installed to totally neutralize the heat generated, that rule would need enforced somehow). How do we handle engines on tanks? Tanks don't work like mechs, where if you change the engine size the movement changes. Instead, tanks have their movement profiles hard-defined behind the scenes, you could just *remove* the engine and the tank would still be operational in-contract. That'd have to be enforced somehow. There's more, but I suspect the point has been made: enforcing tank build rules opens a really bad Pandora's Box that I'm not interested in opening for honestly minor gain. No thanks.


The second quirkiness of player tanks in BTA is that only some are available to the player. Why is this? Two-fold reasons. First, to make a tank playable in BTA requires a decent spot of work and I didn't want to do it for every tank for very minimal gain. Who's gonna actually want to field the Vedette Liao (2 Medium Lasers)? No one, that's who, why bother doing the work for something no one will use? There's a lot of tanks that, in all honesty, are fit for the OpFor but aren't interesting for players to command (Vedettes, Scorpions, J.Edgars, etc, these are just easy examples). It's fun to shoot Vedettes and watch them explode into flames. It's not as fun to drive the useless things and be a waste of 50 tons, so we just skipped the whole debate and saved people from wasting their time. This was a matter of smart use of effort and time. Second, like mentioned above, tanks are meant to be supporting units, not primary units. Tanks shouldn't be the stars of the show, but the supporting cast. They don't get prime billing in BTA and that's on purpose. To encourage this, the selection of tanks was largely centered on fire-support (direct and indirect alike) tanks or scouts, with only a small handful of main battle tanks such as the Manticore and Challenger. The majority of what's available are things like carriers or fast hovers, stuff meant to do a job, not be anchors of a combat line. Yeah tanks like the Devastator or Challenger are available but they're in the minority here as the goal was not to encourage 12 tank play but to encourage 8 mech/4 tank play. Moving artillery into tanks is sensible: it's what happens in-setting and that's for a reason. BTA reflects that by choice.


So there you go, BTA Tanks: a little quirky, a little weird, I think worth it and interesting. They can be difficult and frustrating but they're also fun to play with and change up the playstyle enough to be fun to work with. Give them a shot if you haven't already, just be aware of their weirdnesses.

Previous Developer Blogs

BTA Developer Blog #1: BTA's Core Philosophy - 2021/5/18

BTA Developer Blog #2: BTA and the Clans - 2021/5/24

BTA Developer Blog #3: Tanks For All The Fish - 2021/5/31