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Author Topic: ERRANT combat mechanics test: Now degenerated into a duelling club  (Read 4987 times)

Aigre Excalibur

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OP: http://www.bay12forums.com/smf/index.php?topic=156348.msg6816962#msg6816962

This will be a test run of the third revision of the game mechanics. We'll be playing red vs blue, single flag CTF. Each team starts from an opposite corner of the map. There is a hill in the center of the map acting as a natural defilade and sight blocker. On the summit is a flag that the teams must capture and return to their own base. This should encourage centre rushing over defensive play where you can whittle down the enemy from a fortified position.

I plan to take 4 players per team, or whoever signs up and split them into 2 teams. Roll out characters with $10,000 shopping budgets. Buy stuff from the armory.

Tactical Scenario Map:

Map size is 200m by 200m. 282m on the diagonal. Shooting across the map is long range. Your view is obstructed by the hill. The hill can also overlook the side of the map that it is facing. You do however, have a live satellite feed of your enemy's movement.

There is half-cover everywhere. Getting flanked or snuggled still negates it.

Spoiler (click to show/hide)



Combat Mechanics: Heavily modified ER-style RTD.

Verbatim on shooting sequences from past tests:

Spoiler (click to show/hide)

Firing rules:
Spoiler (click to show/hide)



Hitpoints and Damage

Spoiler (click to show/hide)

Armor:
Spoiler (click to show/hide)

TLDR of game mechanics:
The game uses a hitpoint and skill system.

Strength - strengthy things. also for weapon requirements.
Dex - rolling to dodge. Not an auto-saver. also grenade throws
Endurance - rolls to resist critical wounds, increases hitpoints
Charisma - stops riots, charms women, etc.
Mind - roll for morale checks
Fate - to see if god loves you
Intuition - for reaction checks

Engineering: Improv field fortifications and devices, etc.
Shooting: *Pew Pew Pew*
Melee: *whack*
Explosives: *boom*
Auxiliary: Driving and computers
Medical: Fixing People and Medical Malpractice
Science (Gen. Knowledge): !science! used in the meta game for dissecting aliens and stuff. But this is a pvp shakedown of game mechanics.

Points are distributed ER style.
Increasing a level by +1 costs -1.
Each additional increase costs an additional -1
So, for example, increasing to a total of +3 would cost -6 (-1, then -2, then -3)
Just use this: http://parisbre56-phpexperiment.rhcloud.com/character_creation.html

You can take up to -4 negative levels. As per old rules, you can take 1 free level up.

Blank Character Sheet:
Spoiler (click to show/hide)

Also, just buy AP rounds for PVP. No collateral damage to worry about here. $10,000 shopping budget.

Quote
Armory:

Small arms:

Personal Weapons:

Ammo:
0.45 ACP $0.35 each
0.45 ACP AP $1 each
5.56 NATO $0.35 each
5.56 NATO AP $1
00 Buckshot $0.35 each
7.62 NATO $0.50 each
7.62 NATO AP $2 each
12.7mm NATO $4 each
12.7mm NATO AP $10 each

.44 Magnum: $0.50 each
.44 Magnum AP steel core: $2 each
HK 4.6×30mm AP steel core: $1 each.

Hollow points cost the same as FMJ rounds.

Magazines: $10 per stanag/box/belt

H&K Mk 23 Offensive Handgun:
Cost: 1000
Ammo: .45 ACP
Magazine: 12 rounds
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0) Spray and Pray at [-4] accuracy.
Range: Melee: 0 Short: -1 Medium: NA
Links: https://en.wikipedia.org/wiki/Heckler_%26_Koch_Mark_23
Requirements: None

Smith and Wesson Model 629
Cost: 1500
Ammo: .44 Magnum
Magazine: 6 round cylinder
Firing: Semi-Automatic
Range: Melee: 0 Short: -1 Medium: -2
Requirements: 2 strength to handle the recoil comfortably if shooting more than one round.

Heckler & Koch MP7
Cost: 2000
Ammo: HK 4.6×30mm
Magazine: 30 round clip
Firing: Semi-automatic (0), 3 round burst fire (-1), Spray and pray (-3)
Range: Melee: -1 Short: 0 Medium: -2
Requirements: None/-2 strength

M4A4 Carbine
Cost: 2000
Ammo: 5.56 NATO
Magazine: 30 round STANAG
Firing: Semi-automatic (0), or 3 round burst fire [-1] or Spray and pray [-3]
Range: Melee: -1 Short: 0 Medium: -1
Links: https://en.wikipedia.org/wiki/M4_carbine
Requirements: 0 strength

M1014 Benelli M4 Super 90
Cost: 3000
Ammo: 12 gauge, 00 buckshot.
Magazine: 12 rounds Internal Tube
Firing: Semi-Automatic (0) Spray and Pray at [-4] accuracy
Range: Melee: 0 Short: -1 Medium: NA
Links: https://en.wikipedia.org/wiki/Benelli_M4
Requirements: 0 strength

M14 Enhanced Battle Rifle
Cost: 3000
Ammo: 5.56 NATO
Magazine: 20 round box
Firing: Semi-automatic (0), Spray and Pray [-5]
Range: Melee: -1 Short: 0 Medium: 0 Long: -1 Extreme: -2
Links: https://en.wikipedia.org/wiki/Mk_14_Enhanced_Battle_Rifle
Requirements: 1 strength

Crew Served Weapons:


M249 SAW
Cost: 4000
Ammo: 5.56 NATO
Magazine: 100 round box
Firing: Semi-Automatic (0), Controlled 10 round Bursts [-1], 50 round long bursts [-3], Spray [-4]
Range: Melee: -2 Short: 0 Medium: -1 Long: -2 Extreme: NA
Links: https://en.wikipedia.org/wiki/M249_light_machine_gun
Requirements: 1 strength, 2 strength to sprint with it.

M240 GPMG
Cost: 6600
Ammo: 7.62 NATO
Magazine: 200 round belt
Firing: Semi-Automatic (0), Controlled 5 round Bursts [-1], 20 round long bursts [-2], Spray [-4]
Other: has to be fired prone/deployed
Range: Melee: NA Short: 0 Medium: -1 Long: -2 Extreme: -4
Links: https://en.wikipedia.org/wiki/M240_machine_gun
Requirements: 1 strength, 2 strength to sprint with it

M2 Browning HMG
Cost: 10000
Ammo: 12.7mm NATO
Magazine: 200 round belt
Firing: Semi-Automatic (0), Controlled 5 round Bursts [-1], 20 round long bursts [-2], Spray [-4]
Other: has to be fired prone/deployed
Range: Melee: NA Short: 0 Medium: -1 Long: -2 Extreme: -3
Links: https://en.wikipedia.org/wiki/M2_Browning
Requirements: 2 strength just to move it.

Explosives:

M67/M68 Fragmentation Grenade
Payload: 10g TNT equivalent
Cost: 30
Damage: Blast :400/(4/3 PI * distance^3), 95 point blank, 11 at 2m, 3.5 at 3m, shrapnel equivalent to blast damage number, 11 damage per shrapnel
Links: https://en.wikipedia.org/wiki/M67_grenade

AN-M8 White Smoke Grenade
Cost: 100
Effect: concealing White Smoke

M84 Flashbang
Cost: 150
Effect: Stun by air pressure shockwave and big light flash

M203 Grenade Launcher
Cost: 600
Range: Melee: 0 Short: 0 Medium: -1
Payload: 40mm grenade, 10g
Fragmentation Grenade/HEDP - $60
Smoke - 100
Flashbang - 150

M32 MGL
Cost: 6000
Range: Melee: 0 Short: 0 Medium: -1
Payload: 40mm grenade

AT4 Disposable Recoiless Rifle
Cost: 1500
Payload: 400g OCTOL mix, HEDP rocket
damage: Blast: 16000/(4/3 PI * distance^3) AP 160, 3819 point blank. 477 at 2m, 30 at 5m. + shrapnel, 11 damage per shrapnel
Range: Short: 0 Medium: -1 Long: NA
Requirements: 2 strength

M183 C-4 Satchel Charge Demolition Kit
Cost: 250
Payload: 9.1 Kg of C-4

M150 Penetrating Augmented Munition (PAM)
Cost: 3000
Payload: 90.72 Kg of C-4
Notes: used to destroy the kind of bridge foundations that take years to build. Or for knocking on fortress doors that won't open for your regular breaching charges.
Requirements: 4 strength to move it comfortably. 2 strength just to lift it.
You can of course lug your heavy explosives on a trolley or cargo pallet.

Door-Breaching Frame Charge
Cost: 50
Payload: 500g of C-4, shaped to bust doors.

Special Atomic Demolition Munition
Cost: ?
Payload 1-10KT tactical nukes.
Notes: Thermonuclear: Clean, no radioactive fallout, but huge shockwaves.
Logistics: Might fit into a suitcase, or a cargo pallet. Push it around.


Melee:

Fist
Damage: strength

Rifle Butts/Entrenching Tools:
Damage: Strength+6

M9 Bayonet
Cost: 300
Damage: 10
Attacks: 3 x melee skill/3
Notes: High-Quality Combat knife
Requirements: None

VTAC Tomahawk
Cost: 300
Damage: 12
Attacks: 3 x melee skill/3
Requirements: 1 strength

Longsword
Cost: 3000
Damage: 20
Attacks: 3 x melee skill/3
Requirements: 1 strength

Vehicles and Computer Systems (auxiliary):

Not used in this test, but here's what the armory has:

Technicals, Civilian Vehicles:
Requirements: 0 Auxiliary, -1 Aux can get you from point to point without crashing if there are no other difficulties.
Cost: Free/Borowed

M113 APC
Cost: 40000/Borrowed
Armor: ~10mm RHA equivalent hardened aluminium
Durability: 40 resistance, 1200 Hull
Cargo: 2 crew, 11 passengers
Hardpoints: 1 machine gun mount
Requirements: 0 Auxiliary to drive

UH-60 Blackhawk
Cost: 1000000/Borrowed
Armor: Kevlar plates
Durability : 30 Resistance, 480 Hull
Cargo: 2 Crew, 11 passengers
Hardpoints: 2 door machine gun mounts
Requirements: 1 Auxiliary to drive

Medical:
All in one first aid kits, drugs sold separately:
Cost: 1000

Morphine in a syringe: 20 per shot
Adrenalin in a syringe: 20 per shot
Hemostatics: 10 per dose per bandage
Nausea Medicine: 5 per shot - use after throwing people out of aircraft when they fail endurance rolls.
Universal antidotes: 20 per shot, contains charcoal as the main active ingredient.

Critical Wounds and medical system: WIP

Bodychart: 1d10
1-2: L/R legs
3-4: L/R arms
5-8 Hips to upper chest
9-10: neck and head.

Base chance of arterial bleeding from all wounds: 20%
Base chance of thoracic cavity punctures from chest wounds: 75%
Base chance of organ damage from chest wounds: 50%

Skeletal system damage probability: 25%?

Currently I roll d100 for bleeding severity, d100 for organ damage d100 for chest/neck wound severity, d100 for organ crits, d100 for skeletal system crits for each wound. That's after armor rolls.

Each untreated wound adds a hitpoint drain. Each critical wound adds some damage, usually 10-20 each. Past tests on this has shown that death by multiple shrapnel hits is a thing. System is mostly working as intended.

Endurance will be used to resist critical hits in this version.

Armor:

USA Army-Surplus Interceptor Armor
Cost: 1600
Level IIIA Kevlar suit, with resistance 5.
80% torso coverage with level III ceramic plates.
Protection:
5 Resistance, body to neck.
30 Resistance Chest, 80% coverage. 100 hitpoint ablation (total)

Ballistic Assault Shield
Cost: 3000
Level IV Assault shield
Protection:
40 Resistance, 200 hitpoint ablation
Requirements: 0 strength to use it 2-handed to provide cover for others, 1 strength to use it with a pistol, 2 strength to use with a sub-machine gun
1-handed shooting has (-1) aim and horrendous recoil control.

HEADS-UP
Cost: First is Free
Material: Kevlar Plate
Protection:
10 resistance, head. 10 Hitpoint Ablation
Other features:
On-Board Microcomputer
FOF identification system
Tactical Maps
Miscellaneous data storage
Tetris,
Personal video collection.

« Last Edit: March 15, 2016, 06:01:59 am 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.

Aigre Excalibur

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #1 on: March 13, 2016, 01:16:26 pm »

Reserved, char sheet holder.

Sean Patrick the 3rd

Spoiler (click to show/hide)


Name: REVOLVER... OCELOT!

Spoiler (click to show/hide)

Name: Sheriff Henry L. Dant
Spoiler (click to show/hide)
« Last Edit: March 14, 2016, 03:04:42 am 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.

MidnightJaguar

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #2 on: March 13, 2016, 01:26:09 pm »

Sean Patrick 3.0
Spoiler: inventory (click to show/hide)
Edit: Remembered to have a melee weapon
Spoiler: stats (click to show/hide)
« Last Edit: March 13, 2016, 06:26:27 pm by MidnightJaguar »
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23:31:46 <pancaeks> "Today on mystery science with the eggheads: we created these sentient crystal people, now we're going to find out if they explode!"

MainPiston: Epilogue.

Aigre Excalibur

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #3 on: March 13, 2016, 01:33:52 pm »

Character creation tool for skill point calculation:

http://parisbre56-phpexperiment.rhcloud.com/character_creation.html

You can go up to -4 negative levels.

As per old rules, you can take 1 free level up.
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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.

Egan_BW

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #5 on: March 13, 2016, 05:06:35 pm »

In, working on a sheet.

Name: REVOLVER... OCELOT!

Strength: +2
Dexterity: +2
Endurance: 0
Charisma: -3
Mind: -2
Fate: -2
Intuition: +1 (Free level)

Engineering: -1
Shooting: +4
Melee: +1 (Free level)
Explosives: -4
Auxiliary: -1
Medical: 0
Science (Gen. Knowledge): -4

Inventory:
Smith and Wesson Model 629
Smith and Wesson Model 629
VTAC Tomahawk
USA Army-Surplus Interceptor Armor
All in one first aid kit
AN-M8 White Smoke Grenade x11
.44 Magnum AP steel core x1500

((Time to carry 1500 rounds into combat!))
« Last Edit: March 13, 2016, 05:41:36 pm by Egan_BW »
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syvarris

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #6 on: March 13, 2016, 05:46:51 pm »

I CAN'T CHOOSE.

Spoiler: A reasonable character (click to show/hide)
Spoiler: Every Kind Of Tear (click to show/hide)

If I go with the first character, can I use the M203 with the shield?  It has comparable weight and recoil to smaller submachineguns.

Aigre Excalibur

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #7 on: March 14, 2016, 02:59:25 am »

Ok, nothing above +4 please. I am tempted to take in The Thing, and make it some kind of 3rd party monster.

Yeah why not use a m203 with a shield. Just don't try to do that for the m32.
« Last Edit: March 14, 2016, 03:04:07 am 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.

Egan_BW

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #8 on: March 14, 2016, 07:05:04 am »

I bet I could with +4 Strength.
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syvarris

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #9 on: March 14, 2016, 04:52:16 pm »

Even with only +4 shooting, that monster is still pretty terrifying.  It can still keep up a very reliable one kill per turn, as long as its foes don't use smoke cover.  It would be fun to do a 3v1 against it, assuming you play it correctly.

Perhaps it should have strength and endurance swapped, sell the AT4s for an MGL, sell the revolver and a bunch of flashbangs for armor and 40mm frags.  It would then be forced to flank, but it should be sprinting at all times to maintain the -4 to hit, anyway.  The MGL would enable it to fire multiple 40mms per turn, potentially enabling several kills, though it would drop in lethality due to grenades dealing much less damage than AT4s.  It becomes much less powerful in melee, but melee isn't really needed on this map when you've got +4 dex.  Most importantly, +2 endurance lets it tank lots of bullets, rather than dying to the first hit.  It would also greatly hinder crits, which makes it even tougher.

This does hinge on an MGL (or M203) being usable at -4 str, though.  If not, dual-wielding M203s would probably be best.  That allows two undodgeable flanking grenades per turn, with +1 to hit for each, assuming the foe doesn't have smoke.

Aigre Excalibur

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Re: ERRANT combat mechanics test: Capture the flag PVP test, 8 players
« Reply #10 on: March 15, 2016, 05:29:27 am »

With this many players, maybe we could do a duelling club, or a battle royale.
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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.

Aigre Excalibur

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Re: ERRANT combat mechanics test: Now degenerated into a duelling club
« Reply #11 on: March 15, 2016, 06:07:39 am »

Sean Patrick the third, Revolver Ocelot the Ocelot and Henry the Sherrif stand back to back in the middle of a circular arena.

They each walk 10 meters away from the center, at equal angles away from each other. Then they are told to turn, and fire. Last man standing wins.

Bonus points to anyone who can tell me the distance each combatant is from each other, assuming that they form an equilateral triangle.

Other notes: yes they are in hand grenade distance from each other.

Spoiler (click to show/hide)
« Last Edit: March 15, 2016, 06:09:42 am 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.

Aigre Excalibur

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Re: ERRANT combat mechanics test: Now degenerated into a duelling club
« Reply #13 on: March 15, 2016, 02:55:15 pm »

((17.3 meters, though that might be wrong because I skipped high school.
Action coming later, after I've thought about it.  We're in melee range, right?))

No you're just inside short range. A bit closer and it would be melee.
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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.

Egan_BW

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Re: ERRANT combat mechanics test: Now degenerated into a duelling club
« Reply #14 on: March 15, 2016, 03:48:27 pm »

"Draw!"

Draw both guns and headshot them both simultaneously.
« Last Edit: March 15, 2016, 08:09:38 pm by Egan_BW »
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