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Author Topic: Airship Combat: Rocket man.  (Read 73495 times)

piecewise

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Re: Airship Combat: Rocket man.
« Reply #780 on: August 20, 2013, 06:11:38 pm »

How many wing engines can be placed on one side?

How do portholes and the like affect armor and damage anyway?
1. As many as fit. The system doesn't really have anything about balancing the thrust yet, so you could hypothetically put 10 on one side and be good. Though you'd be fucked if they got a good shot at that side.

2. Depends on how big they are, where they're placed and the angle that a shot is coming in from. Generally, if they're fairly small, it won't effect too much. Having a big hole in your ship leading to its squishy innards is probably a poor idea, though.

GreatWyrmGold

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Re: Airship Combat: Rocket man.
« Reply #781 on: August 20, 2013, 06:31:36 pm »

Though you'd be fucked if they got a good shot at that side.

Having a big hole in your ship leading to its squishy innards is probably a poor idea, though.
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Re: Airship Combat: Rocket man.
« Reply #782 on: August 20, 2013, 06:35:16 pm »

I mean for cannons and things, sticking out of walls.
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Re: Airship Combat: Rocket man.
« Reply #783 on: August 20, 2013, 06:38:07 pm »

I'm up for the custom airship test, two questions though: one, can we use doors as external hatches (for cannons); and two, are ships harder to hit based on cross-section?

Edit: The shipbuilding grid mastahcheese provided is ~43 pixel squares. Can you give us an official one with the correct 50 pixel grid Piecewise?
« Last Edit: August 20, 2013, 07:22:45 pm by The Ensorceler »
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Re: Airship Combat: Rocket man.
« Reply #784 on: August 20, 2013, 09:31:37 pm »

I'm up for the custom airship test, two questions though: one, can we use doors as external hatches (for cannons); and two, are ships harder to hit based on cross-section?

Edit: The shipbuilding grid mastahcheese provided is ~43 pixel squares. Can you give us an official one with the correct 50 pixel grid Piecewise?
When I open mine with paint, it's 50.
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Re: Airship Combat: Rocket man.
« Reply #785 on: August 20, 2013, 10:33:56 pm »

That's weird... wait, what are the total dimensions on the picture? Resizing it to the actual dimensions might reset the grid squares so they no longer blur and stuff.
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Re: Airship Combat: Rocket man.
« Reply #786 on: August 20, 2013, 10:53:40 pm »

That's weird... wait, what are the total dimensions on the picture? Resizing it to the actual dimensions might reset the grid squares so they no longer blur and stuff.
1200 x 1000 pixels.
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Re: Airship Combat: Rocket man.
« Reply #787 on: August 21, 2013, 12:00:04 am »

http://i.imgur.com/AEMlzqY.png

1250 x 1000 for 25 squares by 20 squares.
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piecewise

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Re: Airship Combat: Rocket man.
« Reply #788 on: August 21, 2013, 10:22:54 am »

An official grid has been added to the released materials folder on the OP.

http://i.imgur.com/AEMlzqY.png

1250 x 1000 for 25 squares by 20 squares.

Your squares seem to be 52X50. They also have some sort of weird transparency effect; where none of the lines are hard black. Is that something caused by whatever program you used?

piecewise

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Re: Airship Combat: Rocket man.
« Reply #789 on: August 21, 2013, 10:28:11 am »

In other news, I've added the section on how to fly a ship, and am now working on the portion about how damage is meted out. I am also currently working on the player weapons. Here's an example:

Quote
Name: S&A-66 Hunter
Ammo:10
Type: Agility (pistol)
Wound Modifier: None
Weight: 3
Minimum attack dice: NA
Melee Modifier: NA
Bonuses:NA
Range: 0-3:0
   4-5:-1
   6-8:-3
   9-10:-5
   11 on: NA
Environmental Damage:1
Description: Spring and Arbor's top selling pistol. Carried by every penniless thug in the lower districts. Carries S&A's Trademark Bronze color and stylized gear insignia.
Cost:

Name: Bishop-Keller Model 8
Ammo: 6
Type: Agility (revolver)
Wound Modifier:+1
Weight: 4
Minimum attack dice:NA
Melee Modifier:NA
Bonuses:NA
Range:0-2:0
   3-4:-1
   5-7:-3
   8-9:-5
   10 on: NA
Environmental Damage:2
Description: A popular weapon amongst those who can afford to pay Bishop-Keller's prices. Black metal with silver etching of various kinds. It's quality if far from merely cosmetic; like all BK weapons, it is considered to be the elite of standard arms.
Cost:

Name: Sansoon 83 “Buzzbox”
Ammo:20
Type: Agility (Machine Pistol)
Wound Modifier: NA
Weight: 4
Minimum attack dice: NA
Melee Modifier:NA
Bonuses: Full Auto (If used Causes 1d4 wounds, but attack pool is reduced by 1/3)
Range: 0-2:0
   3-4:-1
   5-7:-3
   8-9:-5
   10 on: NA
Environmental Damage: 1
Description: A rare example of a Non-clockwork Sansoon. It bears their trademark red and gold detailing and the high rate of fire they're famous for.
Cost:

Name: Bishop-Keller-505 “Bodyguard”
Ammo:35
Type: Agility (Small Submachine gun)
Wound Modifier:+1 within 4 range.
Weight: 5
Minimum attack dice: NA
Melee Modifier:0
Bonuses: Full Auto (If used Causes 1d4 wounds, but attack pool is reduced by 1/3)
Range: 1-4:0
   5-8:-2
   9-10:-4
   11-12:-6
   13 on :NA
Environmental Damage:2
Description:Marketed as the weapon of choice for private bodyguards and well to do Airmen, the 505 is small enough to be easily concealed but still powerful and packing a large magazine. The first run of these firearms carried a distinctive silver ivy etching which gained them the popular moniker of “Nightshade”.
Cost:

Name: S&A Underhang Special
Ammo:23
Type: Submachine gun (Dexterity)
Wound Modifier: NA
Weight: 7
Minimum attack dice:NA
Melee Modifier:-3
Bonuses: Full Auto (If used causes 1d4 wounds, but attack pool is reduced by 1/3)
Range: 1-4:0
   5-6:-3
   7-9:-5
   10-12:-7
   13 on: NA
Environmental Damage:2
Description: A favorite of  underhang and lower level gang enforcers, ductmen, and similarly unscrupulous individuals. It's not particularly powerful or accurate, especially considering it's size as a full sized submachine gun, but it's cheap and readily available.
Cost:

Name: CA-IDW 4
Ammo:30
Type: Submachine gun (Dexterity)
Wound Modifier: NA
Weight: 7
Minimum attack dice: NA
Melee Modifier:-2
Bonuses:Full Auto (If used causes 1d4 wounds, but attack pool is reduced by 1/3)
Range:1-5:0
   5-8:-2
   9-11:-4
   12-15:-6
   16 on NA
Environmental Damage:1
Description:The Cloudcutter Arsenal's Interior Defense Weapon MK 4. A standard on many airships, carried by crewmen patrolling tight interior spaces.
Cost:


Cost will be added after everything is complete, so I can balance it more easily. The list of gun types I've been working with so far is:
Pistol/revolver
Machine Pistol
Submachine gun
Assault rifle
Single shot rifle/carbine
Sniper rifle
Shotgun
Minigun
Grenade Launcher
Rocket Launcher
Flame Thrower

If you guys can think of anything I'm missing, let me know.

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Re: Airship Combat: Rocket man.
« Reply #790 on: August 21, 2013, 10:40:21 am »

I don't think you're missing anything... Do you have anything with multiple fire modes? Usually select fire and full auto, but sometimes a multi round burst too.
Weapons look good though, and I approve of the flavour text greatly.
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syvarris

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Re: Airship Combat: Rocket man.
« Reply #791 on: August 21, 2013, 01:34:51 pm »

You're missing normal machine guns.  I'm not sure if that's intentional, but I'd think miniguns wouldn't be the only large suppression-style gun.

And I really like what you're doing with the guns.  What with the company names, and the stats you have for them.  Makes a gun nut like me squeal in delight! :P  How are you going to handle ammunition?  Just "Subgun ammo, Pistol ammo, Rifle ammo", or "5.7x28, 9mm, 5.56"?  And are you going to have special cartridges, like incendiary?

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Re: Airship Combat: Rocket man.
« Reply #792 on: August 21, 2013, 02:02:13 pm »

You're missing normal machine guns.  I'm not sure if that's intentional, but I'd think miniguns wouldn't be the only large suppression-style gun.

And I really like what you're doing with the guns.  What with the company names, and the stats you have for them.  Makes a gun nut like me squeal in delight! :P  How are you going to handle ammunition?  Just "Subgun ammo, Pistol ammo, Rifle ammo", or "5.7x28, 9mm, 5.56"?  And are you going to have special cartridges, like incendiary?
You know what I would fine hilarious, and what would probably be for many tantamount to dancing on the graves of their ancestors? If for the purposes of simplicity, the ammunition sizes would be put only in whole numbers.

So instead of 5.56 we'd just have 5mm, 9mm would be unchanced, et cetera. I hope I'm being clear enough, he he he.
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piecewise

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Re: Airship Combat: Rocket man.
« Reply #793 on: August 21, 2013, 02:37:25 pm »

You're missing normal machine guns.  I'm not sure if that's intentional, but I'd think miniguns wouldn't be the only large suppression-style gun.

And I really like what you're doing with the guns.  What with the company names, and the stats you have for them.  Makes a gun nut like me squeal in delight! :P  How are you going to handle ammunition?  Just "Subgun ammo, Pistol ammo, Rifle ammo", or "5.7x28, 9mm, 5.56"?  And are you going to have special cartridges, like incendiary?

Thats one of the things I was considering. I want to have varied ammo types, such as Hollow points that do no environmental damage but have boosted wound damage, thats for sure. But I'm not sure if I should go with either Specific ammo types like 9mm or 5.56" or if I should just simplify with "Pistol ammo: HP, incendiary, Armor Piercing. Revolver ammo: HP, Incendiary, armor piercing, etc."

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Re: Airship Combat: Rocket man.
« Reply #794 on: August 21, 2013, 05:15:21 pm »

Now that I re-read what I said, I realize it looks more like I just wanted the really detailed names.  I actually intended to ask if certain calibers could be used in multiple gun types, or certain gun types could have multiple calibers within them.  For example, Some SMGs use 9mm, some use .45, and some use .22.  All of which are also used in pistols, and a few carbines.

Mostly this would be nice because then a person could have both a pistol and SMG, in the same caliber.  It would simplify ammo management for multiple weapons, and would prevent situations where you're out of ammo for your SMG, but not for your pistol.  Granted, those could create fun situations.

IMO, if you're just going to have each category have a single caliber all to itself, then it would be silly to give the calibers real-ish names.  Just SMG ammo works, and is way less confusing to the vast majority of people.

Although... Thear, why is "5mm" better than "5.56"?  It's just one character less.  Granted, it does have a double, but still.
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