@ Empi: nice speech. You've got a flair for the dramatic.
About right, with some nuance and a lot of waffling lost in translation.
Well yeah, it tends to happen when you summarize a tome like that into a few lines.
The problem here is, it's not that instakilling people with amps is something we cannot do or should not do - there's no Manton effect at work here. It's been actively stated that this is the most efficient and reliable way to murder people, and that you don't use magic for showing off in the first place if you're hoping to actually get good at it. That can of worms is wide open, it's just conveniently ignored much of the time.
And yeah, Lenglon pretty much hits the nail on the head here. That is, to me, the Amp Specialist that should exist, rather than the confusing lore-busting DBZ fellow we actually met.
Bywords of space magic basically are: armor is useless, no one is safe, awareness and stealth are key. And if you're a giant robot, good luck!
I get what you're saying, that's not it. But, as Paris mentioned, some things are very hard to pull of in an rtd context, perhaps even especially this one. The best gameplay, I think, comes from situations where the player must think creatively, where different possible courses of action organically influence the outcome. A 'level' where you have to play cat and mouse with a thing that can instagib you if his croonies see you is fun for a first person game, because you need constant vigilance and awareness of your surroundings. But how to translate that into this game? Because 'hide behind stuff, try not to be seen' would be the action that replaces all of the sneaking and stuff. Kinda like how, in a shooter, how and where you take cover is important (the positional gameplay) whereas here you can really only say 'get into cover' most times, and that's it.
Not saying it's impossible, of course, just that it isn't as straightforward as it might seem.
I agree with Devestator's statement, although I think it got lost in the sea of other posts.
A lot of people with really high tier stuff have a weird form of plot armor surrounding them. Endurance rolls are modified by equipement like Mk.III exoskeletons... but those rolls are used for all damage rolls, not just physical 'how tired/tough is your body' stuff. This means that when someone who's a newb gets caught in a burst of shrapnel, if they roll a one they catch a high velocity pebble in the forehead. In contrast, if, say, Feyri got caught in that burst and rolled a one, it would be modified to a three at minimum. She'd catch the pebble in the shin, and it would have less effect because she's synthflesh. As Dev said, it's double counting a bonus.
This is even worse since armor is apparently also counted; Remember when the BEEEESS guy (Dubley?) got lasered and shot by lots of people? PW said his longcoat had actually modified his endurance roll, keeping him from being shot in the head. Presumably, even after that, his armor absorbed a lot of the damage that hit his torso, so it was double counted (Not to mention the fact that it effectively protected his head).
Honestly, I'd prefer it if armor didn't magically change the path of bullets/lasers, and was just a realistic reduction of damage. It would also increase the lethality for high-level people, which isn't a bad thing IMO.
So basically: roll for 'location of hit' first, without including END bonuses (meaning they can't turn headshots into arm shots anymore), then
after that roll and determine damage done to the offending part. Something like this?
Hmm, two things:
@Lenglon: You were never in danger of being killed by Jim, unless you're a sleeper agent for the UWM and he somehow figured it out without player knowledge.
Hubris cometh before the fall.