Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 40 41 [42] 43 44 ... 55

Author Topic: Airship Combat: Rocket man.  (Read 72292 times)

Thearpox

  • Bay Watcher
  • Failure isn't allowed until it's mandatory.
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #615 on: August 12, 2013, 09:25:57 pm »

And since  we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.
Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.
Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.

Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
Logged
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?

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #616 on: August 12, 2013, 09:28:25 pm »

And since  we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.
Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.
Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.

Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
An uzi is a specific model of smg, debatably more of a machine pistol.

Thearpox

  • Bay Watcher
  • Failure isn't allowed until it's mandatory.
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #617 on: August 12, 2013, 09:32:36 pm »

And since  we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.
Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.
Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.

Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
An uzi is a specific model of smg, debatably more of a machine pistol.
So it's like one person using Acetic Acid, and the other person using Normal Acid. Figures.

Is there any difference between these two guns in the gameplay besides Agility and Dexterity? Because while I agree with Piecewise that we shouldn't turn this into gun porn, I feel like we can come up with legitimate differences between the different weapons people will weild.
Logged
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?

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #618 on: August 12, 2013, 09:36:50 pm »

And since  we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.
Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.
Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.

Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
An uzi is a specific model of smg, debatably more of a machine pistol.
So it's like one person using Acetic Acid, and the other person using Normal Acid. Figures.

Is there any difference between these two guns in the gameplay besides Agility and Dexterity? Because while I agree with Piecewise that we shouldn't turn this into gun porn, I feel like we can come up with legitimate differences between the different weapons people will weild.
An uzi, among other things, fires very quickly and is quite inaccurate, and is smaller and more designed for one-handed wielding. It also is used less in burst fire than an smg.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #619 on: August 12, 2013, 09:42:29 pm »

I personally like the way the advantage triangle works, but I can see where it would be annoying, and the reason it's there, as far as I can tell, is so that people who branch themselves out into multiple attack skills will be rewarded, to counteract the people who specialize in one thing.
For me, I dislike people who only use one tactic, because I feel like there's no point in making a lot of rules in a game to give it more depth and tactics if half the people are only going to use 1/4 of the rules.
I like people who branch out, and myself personally, I like to multi-class in RPG style games because of it.
Right now I'm only using one tactic, but this is only a test, and I took that skill anyway so it doesn't matter.
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

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #620 on: August 12, 2013, 09:44:30 pm »

As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #621 on: August 12, 2013, 09:46:29 pm »

As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?
I'd assume the same as if you swung it.
But losing your weapon is generally a bad thing.
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

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #622 on: August 12, 2013, 09:55:46 pm »

As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?
I'd assume the same as if you swung it.
But losing your weapon is generally a bad thing.
I figure I can bring a couple of throwing axes as my ranged weapon.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #623 on: August 12, 2013, 10:02:03 pm »

Actually that sounds pretty cool.

Once piecewise sees all this I'm shooting your face.
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

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #624 on: August 12, 2013, 10:04:18 pm »

Once piecewise sees all this I'm shooting your face.
Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #625 on: August 12, 2013, 10:06:40 pm »

Once piecewise sees all this I'm shooting your face.
Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.

Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.

I will parry your bullets with my face and keep coming.

I will parry your bullets

bullets

You sir, do not know of Senor Carlos Danger.
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

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #626 on: August 12, 2013, 10:10:55 pm »

Once piecewise sees all this I'm shooting your face.
Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.

Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.

I will parry your bullets with my face and keep coming.

I will parry your bullets

bullets

You sir, do not know of Senor Carlos Danger.
Rockets are only really big bullets that explode, really. I wonder if you could deflect a rocket?

Thearpox

  • Bay Watcher
  • Failure isn't allowed until it's mandatory.
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #627 on: August 12, 2013, 11:46:07 pm »

I personally like the way the advantage triangle works, but I can see where it would be annoying, and the reason it's there, as far as I can tell, is so that people who branch themselves out into multiple attack skills will be rewarded, to counteract the people who specialize in one thing.
For me, I dislike people who only use one tactic, because I feel like there's no point in making a lot of rules in a game to give it more depth and tactics if half the people are only going to use 1/4 of the rules.
I like people who branch out, and myself personally, I like to multi-class in RPG style games because of it.
Right now I'm only using one tactic, but this is only a test, and I took that skill anyway so it doesn't matter.
That's what a bad system ends up being like. I'm not saying we shouldn't have some weapons have advantage over others. I just think that those advantages should be tactical rather than hard-coded.

To elaborate, a sword should beat an axe, but an axe should be better at penetrating any sort of armor. A sword should also beat rapier, but only in open space. In close quarters, rapier beats sword. An axe can also be thrown easier.
So I'm not against these sorts of triangles. I just want them to make sense, and limiting them to Str, Agi, and Dex, makes them not make sense. And I think we all concur that a straight up advantage doesn't make sense in ranged combat.

As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?
Exactly what I'm talking about. Any unconventional use of weapons breaks the system. And using the same stats as swinging it doesn't really make sense.

Quote
Rockets are only really big bullets that explode, really. I wonder if you could deflect a rocket?
If you want to do that, you should probably play ER. Amps and all.

Quote
An uzi, among other things, fires very quickly and is quite inaccurate, and is smaller and more designed for one-handed wielding. It also is used less in burst fire than an smg.
So an Uzi can be one-handed, it should be harder to hit with an Uzi than an SMG. And it should have negatives to burst fire.
I do not however understand why someone weilding an SMG would be getting bonuses against someone weilding an Uzi. If anything, someone with an SMG should be easier to hit because of the whole two-handed having to stand up kind of thing.
« Last Edit: August 12, 2013, 11:59:23 pm by Thearpox »
Logged
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?

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: Airship Combat: Looking for one more challenger
« Reply #628 on: August 13, 2013, 02:28:13 am »

Disclaimer: I just spent several hours arguing with ISP people on the phone about my internet suddenly being cut off. I am a bit annoyed.

Could you post a template sheet to work off of, piecewise? The sheets were taken down already.
https://www.dropbox.com/s/ioqw0vxlfw8vhjm/character%20sheet.png

I will say one thing- unless I'm derping and missing something stupid, the splitting your dice pool bit will be hard to manage when you potentially will have no idea how many you should be getting, given you may not know your opponent's stats.
Their stats don't really matter...but what I should do is make it so that switching weapons takes a turn, so that you'll know any bonuses you will or won't have. We'll just ignore the triangle for ranged now.

Really, it's just a matter of adding up the stat and skill and then subtracting for range, unless you're in melee, which is when the opposites thing will come into play. But in that case it's just gonna be a static percentage that is easily calculated. Other then the weapon type the person is using and potentially their combat skills, their stats don't effect your pool at all.

And since  we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.
Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
Not everyone will. And if they do, then they do. I added that skill specifically for people who wanted to specialize in one type of weapon but also didn't want to deal with penalties for fighting their opposites.

As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?
Thats not quite been worked out yet, but generally it would involve strength determining the distance (Compared to the weight of the object somehow, so heavy things are thrown shorter distances) and the combat pool used in the same way it would be for any ranged weapon.

I personally like the way the advantage triangle works, but I can see where it would be annoying, and the reason it's there, as far as I can tell, is so that people who branch themselves out into multiple attack skills will be rewarded, to counteract the people who specialize in one thing.
For me, I dislike people who only use one tactic, because I feel like there's no point in making a lot of rules in a game to give it more depth and tactics if half the people are only going to use 1/4 of the rules.
I like people who branch out, and myself personally, I like to multi-class in RPG style games because of it.
Right now I'm only using one tactic, but this is only a test, and I took that skill anyway so it doesn't matter.
That's what a bad system ends up being like. I'm not saying we shouldn't have some weapons have advantage over others. I just think that those advantages should be tactical rather than hard-coded.

To elaborate, a sword should beat an axe, but an axe should be better at penetrating any sort of armor. A sword should also beat rapier, but only in open space. In close quarters, rapier beats sword. An axe can also be thrown easier.
So I'm not against these sorts of triangles. I just want them to make sense, and limiting them to Str, Agi, and Dex, makes them not make sense. And I think we all concur that a straight up advantage doesn't make sense in ranged combat.
Problematically, this leads to massive and unweildly rules bloat. This thing is already complex without me drawing up another massive table of weapon interactions. Also, problematically, classification like that leads to fractal complexity problems. Rapier beats sword. Ok. Does a Foil beat a sword too? What  about an Estoc? What about an estoc vs a shotel? You have the potential to end up with infinitely nested categories all interacting. And even then it's still hard coded.

I realize this system is a bit gamey, but I'm attempting to have a degree of tactics while still being simple enough as to not require too big a system.

My sheet application is finished. The font size is a bit wonky, but it works.

Spoiler (click to show/hide)
Could you post a template sheet to work off of, piecewise? The sheets were taken down already.
You could open up mine with paint, edit it as needed, and save it under your name. That how I made mine.

Spoiler (click to show/hide)

Ok, you two will be the second participants.  I'll get your sheets set up tomorrow, it's 1am here. You can tell me what weapons you guys want again, if that's changed.  You'll both be in the same kind of arena as toaster and Octo.



Still waiting for toaster's post; He has 6 dice to use. 7 from dex, 1 from ranged, -2 from range.

Dansmithers

  • Bay Watcher
  • [ETHIC:TUNNEL_SNAKES:RULE]
    • View Profile
Re: Airship Combat: Looking for one more challenger
« Reply #629 on: August 13, 2013, 02:29:37 am »

Yo, I fixed my sheet
Logged
Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.
Pages: 1 ... 40 41 [42] 43 44 ... 55