There are a few "custom" house rules in play that originated on this server and were successfully play tested and became very popular in the first Mekwars:Legends campaign. Most are in place to specifically address certain issues in game play and increase the enjoyment of the players participating in the campaign.
Balanced
Initiative: The random number generator
or RNG can be fickle. In an effort to remove some of the more egregious
instances of "getting screwed by the RNG" Mekwars: Legends uses and
initiative balancing device coded into the Megamek client.
Meant to prevent extremely long runs of one side winning Initiative
(something that can single handedly decide a game) the following rule is
in effect in the Megamek client that we use:
For every consecutive turn that one side wins initiative the client will
assign a +1 to the losing sides initiative roll. This is a cumulative
effect that is reset to +0 when the side with the bonus assigned to it
wins initiative. This has the effect of making runs of longer then three
consecutive turns of losing initiative much rarer and helps to ensure
initiative will be far more balanced over the course of a battle.
For example side A has won initiative the first three turns of the game,
on the next initiative roll side B would gain a +2 modifier to its
initiative. If on turn 4 side A still wins the initiative roll, side B
would apply a +3 roll to the initiative roll on turn 5. When side B
finally wins initiative the bonus is set at +0 for both sides until one
side once again wins consecutive turns of initiative at which point the
client will begin to assign cumulative bonuses starting at +1 to the
losing side.
Mekwars: Legends uses a modified team initiative in that the initiative sequence has been "front loaded", meaning that in cases where one side out numbers the other the larger force will move more units in tech earlier stages of initiative until both sides are moving one unit per turn within a movement phase. For example Standard Battle Tech Initiative would see a sequence such as A,B,A,B, A,B,B, A, B, B, A, B,B while Mekwars: Legends Initiative would work as follows A,B,B,A,B,B,A,B,A,B. This is meant to help somewhat alleviate the advantage numerically large armies gain in the movement sequence of initiative.
Jumping PSR: Jump jets are depicted in Battle Tech largely as surprise or emergency mobility, useful for escaping an ambush or surprising an enemy with a jump from a hiding vantage or to maneuver behind an enemy. Hurtling a massive bi-pedal war machine through the air and landing is no simple task. The task gets even harder when you start adding obstacles. Battle Tech has by and large inconsistently applied rules to this maneuver . Jumping into water for example (you may be landing on shifting ground) forces a piloting check at -1. Jumping through a building causes a difficult piloting check. Yet Jumping into Heavy woods causes no check. To reselect the difficultly if jumping into a thick cluster of large trees we have created the optional rule that requires a mech to face a piloting skill roll (PSR) when jumping into heavy woods. While adding realism this has the secondary benefits of increasing the value of the piloting skill and making the "Spider Hunt" or "chase the Wraith/Viper" games less viable for those who would try to force such scenarios.