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Author Topic: ERRANT: Out of mission: Signups, suggestions, armory, r&d, testing and barracks.  (Read 9267 times)

Egan_BW

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"And that, kiddos, is why I use a SAW and not a tomahawk. Let's check on our companion, eh?"

Spectate our friend Achilles. It's a good thing this was a simulation!
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Nikitian

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((Since I've long promised this discussion to syvarris:

In regards to melee weapons vs. ranged: while ranged can inflict numerous wounds that are no less life-threatening in potential than a random melee attack, I do believe that melee weapons (especially dedicated ones) can very often produce far more damaging effects than even a number of bullets could. An axe or a sword can decapitate or cut off limbs. Classical spike bayonet, with all its historical disadvantages, can cause very dangerous (deep, difficult to staunch) bleeding (to the point of being criticized as inhumane weapon in some cases). And so on.

(Now, I am not arguing that melee weapons are better than ranged. Frankly, at this point I'd assume that there might also be cultural reasons why we both stick to our beliefs. But, from strictly rational point, I believe it is a)good to hit the enemy where they are weak (e.g stab to death greys, shoot raptors from distance); b)obscure or defend your own weaknesses (i.e. maybe keep a melee weapon and token melee training for cases when raptors attack (we had it nice, there was just one this time; what if there were a whole squad of them there?..) - or have a dedicated melee specialist on the team for those cases). So, sure, 'Transformation' is good, but should not be considered a gospel, and should possibly reversed at times, when it is appropriate and tactically sound.)

Finally, from the game mechanics point of view, as discussed lately, I think that melee weapons would be best represented as having a comparable (maybe bigger, but not greatly) amount of 'damage' to ranged weapons, but noticeably (significantly, maybe even!..) higher critical chance as 'structural body damage' (organ failure, etc. etc.) in this game is tied to critical hits, and that kind of damage is exactly what a big axe/sword/chainsaw - chopping off limbs, severing spine, cutting open arteries, etc. - would cause. Gory/splashy kinds of death aren't really necessary to kill a human (with some very rare exceptions), but some tougher beasts might require that.

Other stuff, next time.))
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Nikitian kneels in front of his computer, fresh lamb's blood on his hands, and prays to the dark powers for answers about armor thickness.

Egan_BW

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((I think everyone should bring either tomahawk or bayonet. The sheer utility of having a blade cannot be overstated.))
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Twinwolf

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((Unless there's some kind of malus for having one, there's no reason not to have more options.))
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MidnightJaguar

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((Theres also some real world precedent for what Nikitian is saying, in the early days of body armor many police forces faced an issue: a policeman's brand new Kevlar vest could stop a bullet and save his life but was heavy and utterly useless against any stabbing weapon that a criminal would use.))
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syvarris

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((There's two maluses to carrying a melee weapon:  Firstly, it costs two negative levels.  I took -2 melee, and was attacked by a raptor with +5, and it didn't turn out badly for me.  Secondly, it costs money, which could be spent on grenades or ammo or guns and armor if you got an expensive melee weapon.

Nik raised the point that having a melee weapon allows you to fight greys, which have a melee penalty, at an advantage.  The problem is, getting close enough to melee a grey is the exception, not the rule, but you can virtually always shoot at it instead.  Even more importantly, a shotgun with a reflex sight only costs 200$ and gives a whopping +2 melee--far, far better than any melee weapon.  Even better, it uses your shooting skill rather than your melee skill, and your shooting skill should always be better for two reasons: it gets a free +1 level bonus, and is more frequently used too.  AND it's not reliant on your str stat, meaning you get another dump stat to improve valuable stuff like endurance.

The only advantage a melee weapon has is that you can use it when literally in melee and not CQB, like when a raptor tackles you.  This is mostly nullified by the fact a raptor has +5 melee, and will therefore easily kill virtually anyone who hasn't spent a very long time overspecializing specifically for melee.  Also, raptors are only a significant threat when you're alone, because otherwise allies can just shoot it off of you with their 200$ shotguns (which everyone should buy, BTW).

As for increased damage of melee weapons... I really disagree.  Yes, in reality they are capable of severing limbs, while guns aren't.  But have you been paying attention to ERRANT?  One guy shot an alien's arm off with an M4 from medium range using AP ammo.  An axe could do the same, yes, but it wouldn't be able to do it from medium range.  And it would be less likely to happen with an axe, because we get a free +1 to all rolls with guns.

As for improved AP capacity, yes, soft body armor is not very resistant to melee weapons.  However, it isn't terribly resistant to AP bullets, either.  Those police vests?  Can be penetrated with a mere 5.7 AP, which is a pistol caliber.  5.56, like an M4 fires?  Basically ignores police body armor.  As would shotgun flechettes, which Aigre said we can buy.  Plus, flechettes would be much better at reaching soft vitals than an axe...


ALL THAT BEING SAID, there is one advantage to melee skill, if not weapons.  You can nonlethally grapple an opponent.  Not for nonlethal combat--grappling's inferior to a cow prod, which is inferior to a taser--but for grappling a shielded opponent who's virtually immune to both bullets and melee weapons.  See the entry in the OP about the ayy's "light assault harness"?  You're basically screwed if you meet one of those at short range, unless you can grapple them and prevent them from shooting.  Which would also require Aigre being uncharacteristicly nice and not giving the users high melee skill, but I digress.

Also, such a grappler will be even more necessary when we meet the "medium assault harness", and later, the "heavy assault harness".  There's a pretty good chance those'll have power armor too, but I imagine ballistics will be little more than BB guns against those, so dogpiling them would likely be our only practical option.

Random, but related: Those shields are another reason why I'd refuse to fight a tank.  They can mount shields of that tier on infantry and qualify it as light armor--what would they mount on the heaviest ground vehicle they field?  Something which can resist nukes?))

syvarris

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((DP for compact Aigre post))

1.Let's say after this mission I remove my M14's 3.5-10x scope, and mount both a reflex sight and 3x ACOG (So I'd be removing whatever bonus the sniper scope gives, and adding +1 to melee, close, and medium).  What would my M14's range bonuses look like?  Take into account that the M14 with the 3.5-10x scope has range bonuses of "Melee: -1 Short: 0 Medium: +1 Long: 0 Extreme: -1"

2.I am interested in buying a Barrett M107, which you priced at 9k previously.  What are the Barrett's range bonuses?

3.Due to the Barrett's excessive amounts of AP ability, would I be able to partially or fully ignore cover bonuses while using it?

4.After this mission, will we be able to keep our dead teammates equipment, like in ER?

5.Will we be able to sell old equipment?  If so, what's the resale price--100%?  80%?

Edit: I now have additional questions.

6.Would you be okay with me running short little wargames, essentially one round of combat between two NPCs, specifically to test how your system works in certain situations?

7.Would you be okay with being told what things are flaws in your game, and how to fix them?

8.If your answer to 7 was yes, should I restrict my own suggestions to balance suggestions only (Suggestions based on RL tend towards causing arguments)?

9.Do I ask too many questions?  Would you like me to restrict myself more?

Nikitian

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((@syvarris Preface: Well, writing this escalated fast. I believe we both enjoy long-winded responses, right?.. ;D
Spoiler (click to show/hide)
tl;dr With all respect, I still think that melee weapons, even as they are now, are worth considering as a secondary proficiency.))
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Nikitian kneels in front of his computer, fresh lamb's blood on his hands, and prays to the dark powers for answers about armor thickness.

Devastator

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((There's one reason for melee weapons.  Cover is no good against them.))
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syvarris

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((Of course!  Long-winded responses are awesome.  So much to tear apart! :D ))
Spoiler: Response (click to show/hide)

((@Dev
That's not a certainty.  Firstly, Aigre makes decisions on how things work, and could very well allow cover bonuses to work against melee weapons.  After all, if a guy is hiding around the corner, isn't it slightly harder to hit him with an axe?

And even if melee weapons do ignore cover, we can't be sure you can't do the same with shotguns.  If you run right up to the person, slightly past their cover, far enough that you can hack at them with an axe without needing to worry about cover... why wouldn't you be able to do the same thing with a shotgun the size of an SMG?))

Nikitian

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Spoiler: @syvarris (click to show/hide)
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Nikitian kneels in front of his computer, fresh lamb's blood on his hands, and prays to the dark powers for answers about armor thickness.

syvarris

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Spoiler: @Nikitian (click to show/hide)

Nikitian

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Spoiler: @syvarris (click to show/hide)

1. Is there any basis in the rules for melee weapons being better in melee than, say, ranged weapons? Specifically, for example, it seems that shotguns have extra bonus at "melee range" which might or might not be included when fired at point blank, and thus theoretically would even be better (rolls wise) than a dedicated melee weapon at the job. Is that reading correct, or is there something in place to balance out the usefulness of actual melee weapons in melee?
((Let's finally ask the GM to shed some light on the matter?.. :) ))

2. How will the research and development go in this game? Specifically, how will the development of new equipment be handled?
((Please, no ERRANT Tinker. I beg you! Please... Have mercy upon everyone involved... ))

3. It seems that, from time to time, you add up penalties to the action roll based on details of the action in question (e.g. extra "aimed attack" penalties), where the details might or might not have been 'for style' or 'for narrative' instead of specific purpose. How could such situation be avoided in the future?

((I.e., in some cases, it might just be boring to say "attack him in melee" instead of "kill his face", and "shoot them in the rear" might mean "I'm in their rear, so I'm attacking from behind, right?.." rather than "aim for the sweet spot behind them". Such interpretation is, of course, not universal, but just prominent enough to be a slight problem. Perhaps some kind of keyword could be used to indicate that the action does not imply piling up penalties upon penalties if possible to avoid, like "indiscriminately" or something? Or a tag could be used, if you'd prefer. - E.g. "[UNAIMED] Kill his face!"/ "Kill his face indiscriminately!" ;D  Or something.

Just trying to figure out a way this kind of misunderstanding (which I imagine might exist) could be smoothed over. It's actually nice for once to have the detailed wording of your action to matter, but I suppose treating own actions in a vague way is a bad habit we could've picked in ER that deserves to be made at least a little bit of allowance. ))
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Past Sigs
Nikitian kneels in front of his computer, fresh lamb's blood on his hands, and prays to the dark powers for answers about armor thickness.

Aigre Excalibur

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A specific difference between melee and ranged, is that killing his face in melee takes no aiming penalties compared to shooting his face. And yes, melee negates cover. Melee *may* be inherent in maneuver when you maneuver through labyrinth-like killhouses.

The main situation when ranged would have an advantage in melee is when the shooter is expecting the charge, like being on over-watch.

If you are in the enemy's "rear" but the GM thinks the enemy is still covered, you could say, "move until I can get a clear shot". In which case you would move until you are in an ideal position... While taking the risks inherent in moving about.

In shooting, you can just say, shoot, center of mass.

I need to find a way to manage inventories and character sheets more efficiently. The general idea is that I want loot from characters and the environment to pile up, and maybe get the team into situations where they are cut off from the government teat.

Edit: also I do want to simulate aliens attacking by squads. I think a hitpoints system will greatly simplify things.
« Last Edit: March 05, 2016, 09:45:45 pm by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

syvarris

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Please answer the bullets.  Preferably, by specifically prefacing the response to each question with that question's number.  Most of the questions should have really simple replies, like "Yes" or "No", but if you find the large number of questions daunting, you can answer just three or something and leave the rest to be re-asked in the future.

1.Let's say after this mission I remove my M14's 3.5-10x scope, and mount both a reflex sight and 3x ACOG (So I'd be removing whatever bonus the sniper scope gives, and adding +1 to melee, close, and medium).  What would my M14's range bonuses look like?  Take into account that the M14 with the 3.5-10x scope has range bonuses of "Melee: -1 Short: 0 Medium: +1 Long: 0 Extreme: -1"

2.I am interested in buying a Barrett M107, which you priced at 9k previously.  What are the Barrett's range bonuses?

3.Due to the Barrett's excessive amounts of AP ability, would I be able to partially or fully ignore cover bonuses while using it?

4.After this mission, will we be able to keep our dead teammates equipment, like in ER?

5.Will we be able to sell old equipment?  If so, what's the resale price--100%?  80%?

Edit: I now have additional questions.

6.Would you be okay with me running short little wargames, essentially one round of combat between two NPCs, specifically to test how your system works in certain situations?

7.Would you be okay with us giving our opinions on what aspects of your game we believe to be flawed, and suggesting alternatives?

8.If your answer to 7 was yes, should I restrict my own suggestions to balance suggestions only (Suggestions based on RL tend towards causing arguments)?

9.Do I ask too many questions?  Would you like me to restrict myself more?
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