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Author Topic: Airship Combat: Rocket man.  (Read 73120 times)

mastahcheese

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Re: Airship Combat: Rocket man.
« Reply #810 on: August 22, 2013, 08:38:36 pm »

Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.

Where can I get one?
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The Derail Thread

Thearpox

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Re: Airship Combat: Rocket man.
« Reply #811 on: August 22, 2013, 08:42:39 pm »

Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.

Where can I get one?
I assume that in order to get flesher guns you need to be a flesher. Seems to be shaping up to be a pretty big choice that will set "us" (players) apart for the rest of the game.


I do question whether it should be such a linear progression that it appears to be for different techs. I'm talking about:

Clockwork << Standard << Steam << Surface (With Organic to the side.)

I mean, especially when we're talking about sinking a lot of character skills into one of these specializations, and I would expect we would pick one or at the most two to specialize in. Since we're not sure yet how the game is going to run, and what exactly we're going to be doing in it, I can't really go into too much detail. But would it really be fair to have someone put points into something (Clockwork) that will see heavy use in the first few months of the game, but then will rapidly become useless as people are able to afford "better" techs?
Of course, once again, I may be wrong on this account. But that's what it looks like to me right now.
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Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

syvarris

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Re: Airship Combat: Rocket man.
« Reply #812 on: August 22, 2013, 08:55:49 pm »

Quote
a book about guns for authors
Ahem? Name?
I would be interested as well.

So, I wrote up a list of eight normal cartridges already, because it was actually sort of fun.  They're semi-based on reality.


Quote from: Quick and dirty


Spoiler: BK .232(Light Sniper): (click to show/hide)
Spoiler: .350(Medium sniper): (click to show/hide)

Also, I've only now noticed you only really have four important stats for guns.  Size, clip size, range, and damage.  And I doubt most people will care about the first two.  I suggest adding accuracy, at the very least.  Say, some guns start their range increments at +2, or -2.  Also, maybe different ranks of automatics?  The "Buzzbox" for example says it has a high rate of fire, but it's the exact same as every other SMG.

Now that you mention all the tech levels, I think this would be too much.  I wrote this assuming it would be built for thirty or so guns (Based off the number of SMGs you already have).  But if there's four tech levels, this would just lead to way too much bloat.  Four or five cartridges, max, would be what I suggest now.


Also, that bit about the steam weaponry cauterizing the wound is really silly.  Most bullets in normal guns are pretty much liquid by the time they leave the barrel already, and they don't really cauterize anything.

piecewise

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Re: Airship Combat: Rocket man.
« Reply #813 on: August 22, 2013, 09:01:59 pm »

Quote
a book about guns for authors
Ahem? Name?
http://www.amazon.com/gp/product/089879370X/ref=oh_details_o00_s00_i00?ie=UTF8&psc=1

Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.

Where can I get one?
You'd have to be either a flesher, or get one second hand. Which has it's fair share of dangers.


As per Tyranid's I don't know enough about 40k to know for sure. But my influences could be described as more Cronenbergian

Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.

Where can I get one?
I assume that in order to get flesher guns you need to be a flesher. Seems to be shaping up to be a pretty big choice that will set "us" (players) apart for the rest of the game.


I do question whether it should be such a linear progression that it appears to be for different techs. I'm talking about:

Clockwork << Standard << Steam << Surface (With Organic to the side.)

I mean, especially when we're talking about sinking a lot of character skills into one of these specializations, and I would expect we would pick one or at the most two to specialize in. Since we're not sure yet how the game is going to run, and what exactly we're going to be doing in it, I can't really go into too much detail. But would it really be fair to have someone put points into something (Clockwork) that will see heavy use in the first few months of the game, but then will rapidly become useless as people are able to afford "better" techs?
Of course, once again, I may be wrong on this account. But that's what it looks like to me right now.
Using a clockwork weapon doesn't use a clockwork skill. It uses the weapon skill. Knowledge of the specific technologies will deal more with repairing or creating or using non-weapon technology. Plus the game world should be such that regardless of what you chose, you should find work, make money and be useful.

Besides, the way that skill and stat advancement works is such that you could literally just tinker around with the tech and gain an understanding of it. You advance skills and stats by succeeding at skill and stat checks that are above your current average (average number of successes = number of dice rolled/2) So if you work with the tech, you'll learn to use it.

That and the progression isn't perfectly linear. That list was of cost, not of effectiveness. No matter how heavily armored, you can kill a man with the weakest of clockwork pistols. It will just be harder. They're good at different things; the only ones that are really far and away better then any others are the surface tech. And they're like that for a reason.

Quote
a book about guns for authors
Ahem? Name?
I would be interested as well.

So, I wrote up a list of eight normal cartridges already, because it was actually sort of fun.  They're semi-based on reality.


Quote from: Quick and dirty


Spoiler: BK .232(Light Sniper): (click to show/hide)
Spoiler: .350(Medium sniper): (click to show/hide)

Also, I've only now noticed you only really have four important stats for guns.  Size, clip size, range, and damage.  And I doubt most people will care about the first two.  I suggest adding accuracy, at the very least.  Say, some guns start their range increments at +2, or -2.  Also, maybe different ranks of automatics?  The "Buzzbox" for example says it has a high rate of fire, but it's the exact same as every other SMG.

Now that you mention all the tech levels, I think this would be too much.  I wrote this assuming it would be built for thirty or so guns (Based off the number of SMGs you already have).  But if there's four tech levels, this would just lead to way too much bloat.  Four or five cartridges, max, would be what I suggest now.


Also, that bit about the steam weaponry cauterizing the wound is really silly.  Most bullets in normal guns are pretty much liquid by the time they leave the barrel already, and they don't really cauterize anything.
Yeah, the steam thing is really just a way to explain how they do less damage organics then clockwork. Then again, clockwork fires miniture circular saws so I guess even normal bullets would do less damage.  Ah well.

mastahcheese

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Re: Airship Combat: Rocket man.
« Reply #815 on: September 12, 2013, 04:22:22 pm »

Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Thearpox

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Re: Airship Combat: Rocket man.
« Reply #816 on: September 12, 2013, 04:34:33 pm »

If anyone doesn't realize, this isn't getting updated before the next mission in ER gets in swing. And I personally hope that Piecewise will finish the Perplexicon book first, before getting into this again.
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Why are 100% of my posts in ER? I already have another account. Created this one specifically for playing.

Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

GreatWyrmGold

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Re: Airship Combat: Rocket man.
« Reply #817 on: September 12, 2013, 08:31:19 pm »

And I personally hope that Piecewise will finish the Perplexicon book first, before getting into this again.
Me too, actually.
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mastahcheese

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Re: Airship Combat: Rocket man.
« Reply #818 on: September 12, 2013, 08:32:44 pm »

Ah, ok.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
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Parsely

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Re: Airship Combat: Rocket man.
« Reply #819 on: September 13, 2013, 12:12:04 am »

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The Ensorceler

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Re: Airship Combat: Rocket man.
« Reply #820 on: September 13, 2013, 01:16:05 pm »

My ship is close to being finished, and I think it could actually beat that monstrosity from a few posts ago. It's going to be called the En Passant, if you want a hint to its design.
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GreatWyrmGold

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Re: Airship Combat: Rocket man.
« Reply #821 on: September 13, 2013, 01:18:14 pm »

...It will be used to capture pawns who have moved two spaces, despite how this moves them just outside of your threat range?
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Rolepgeek

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Re: Airship Combat: Rocket man.
« Reply #822 on: September 13, 2013, 07:22:41 pm »

It's probably meant to run past you while shooting you. And then go directly away whilst shooting you.
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