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Poll

What should the pilot do with the ship?

Approach carefully.
- 2 (33.3%)
Stay back.
- 3 (50%)
Ram the mercenaries!
- 1 (16.7%)

Total Members Voted: 5


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Author Topic: Sector Unknown II: OOC thread  (Read 8423 times)

TheBiggerFish

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Re: Sector Unknown II: OOC thread
« Reply #60 on: December 22, 2015, 03:27:22 pm »

And with you.
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Azkanan

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Re: Sector Unknown II: OOC thread
« Reply #61 on: December 22, 2015, 07:28:40 pm »

So Im thinking the map-based combat mode is killing the flow of the game.

Should we just keep it as it was; dice rolls and descriptive text? Seems to be the most open-ended for results and story/event movement.

Thoughts? Alternatives?
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Dustan Hache

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Re: Sector Unknown II: OOC thread
« Reply #62 on: December 22, 2015, 07:37:17 pm »

I think the map based combat is fine, so long as we can give general move orders (ex: move northward, Move closer to X)
It actually adds a nice extra layer to the fighting.
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Strife26

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Re: Sector Unknown II: OOC thread
« Reply #63 on: December 22, 2015, 07:40:31 pm »

Pretty much exactly what he said, I think. I could see the hard and fast rules becoming fluffy ones, but I do like the map aspect for times when it makes sense, assuming it doesn't end up being too much work.
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Spiderking50

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Re: Sector Unknown II: OOC thread
« Reply #64 on: December 22, 2015, 07:41:21 pm »

I like having the map. My problem comes from me wanting to find something that isn't on the map. I agree completely with those two.
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Nunzillor

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Re: Sector Unknown II: OOC thread
« Reply #65 on: December 22, 2015, 09:11:48 pm »

If having the map is too difficult/time consuming to implement, I'm find with descriptive text.  I would prefer having the map, however.
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Azkanan

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Re: Sector Unknown II: OOC thread
« Reply #66 on: December 23, 2015, 02:54:07 pm »

The map itself is fairly easy to run, but I find it very mechanical in use/play by these rules, compared to the more free-flowing and inventive-creative play as descriptive text.

If it's alright with you guys, I'm going to rollback, clear the post from where combat began, and just write a new post based on a more descriptive approach.
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Spiderking50

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Re: Sector Unknown II: OOC thread
« Reply #67 on: December 23, 2015, 03:15:43 pm »

Even if we do descriptive text, the map is still a good visual. Really helps clarify the scene.

I'm ok with the roll back.
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Azkanan

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Re: Sector Unknown II: OOC thread
« Reply #68 on: December 23, 2015, 03:32:55 pm »

I understand, but I think the lack of visual prompt allows players to do things beyond what I can expect - especially once we get into the more complicated scenes. Otherwise I'm going to have to start drawing things everywhere.
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Strife26

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Re: Sector Unknown II: OOC thread
« Reply #69 on: December 24, 2015, 07:24:36 am »

Works for me, is cover still going to be very important? Dante's back to holding a guy at gun point while standing in the open, but that's within his character. Bad habit, really.
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Azkanan

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Re: Sector Unknown II: OOC thread
« Reply #70 on: December 24, 2015, 10:25:15 am »

Works for me, is cover still going to be very important? Dante's back to holding a guy at gun point while standing in the open, but that's within his character. Bad habit, really.

Yeah. Cover is going to give you some base defence. I think I'm going to up the defence modifier, actually. -2 is a bit weak. Also going to modifying shooting from cover.
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Strife26

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Re: Sector Unknown II: OOC thread
« Reply #71 on: December 24, 2015, 11:28:22 am »

Can we make perception checks without it using an entire turn? Dante's next action would depend on a snap judgment based on how competent Bob and Charlie are and how much they care for their buddy in front, he'd be basing his decision on how they're firing, what they're firing, and how close they're shooting to Assailant A.
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Azkanan

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Re: Sector Unknown II: OOC thread
« Reply #72 on: December 24, 2015, 11:37:18 am »

Can we make perception checks without it using an entire turn? Dante's next action would depend on a snap judgment based on how competent Bob and Charlie are and how much they care for their buddy in front, he'd be basing his decision on how they're firing, what they're firing, and how close they're shooting to Assailant A.

Hm... Sure, go for it. Just put "Half Turn Consumption" in the post, or something, so I know to react to it straight away. Same goes for everybody, and I'll let you know if it's valid or not.
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~Neri

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Re: Sector Unknown II: OOC thread
« Reply #73 on: December 24, 2015, 03:58:51 pm »

I am extremely against the bullets being unlimited motion. If you've ever played the early X-Com games, you'll probably get why. It leads to additional tactics, an example being if you have more then the enemy then sieging is a valid tactic. The inverse is true. It also allows you to implement survival style scenarios involving zergrushes of rogue drones, zombies, insane people, floodlike creatures, and so on. Resources matter.
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Spiderking50

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Re: Sector Unknown II: OOC thread
« Reply #74 on: December 24, 2015, 04:31:34 pm »

I agree with Kevak to an extent. However if it would make your GMing more difficult or you feel as if it will detract from the free flowing nature of the game, then I'm for the change. Once we each have a gun, plus the enemy each have guns, plus we have the turrets, thats a lot of numbers to keep track of and that could seriously bod down the game.
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