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Author Topic: Shadow Race - Merkan, 1957 (Revision Phase)  (Read 12955 times)

Doubloon-Seven

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Re: Shadow Race - Merkan, 1954 (Revision Phase)
« Reply #45 on: September 17, 2017, 03:25:28 pm »

Tech Revision

Night Owl "Penny Pincher"
This modified version of the standard Night Owl is all metal, with the barrel slightly cut down, and the supressor is notably absent to cut down on weight. Intel "borrowed" from Astrian designs help to save costs and cut down some of the bulk while still remaining an effective service rifle.

Also, is plastic cheap and sturdy enough to be used in some parts of a gun? If so, use some plastic parts in places where they won't effect ballistic performance.
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Chiefwaffles

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Re: Shadow Race - Merkan, 1954 (Revision Phase)
« Reply #46 on: September 18, 2017, 12:46:34 am »

I would like to point out that exactly zero people have voted so far.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Shadowclaw777

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Re: Shadow Race - Merkan, 1954 (Revision Phase)
« Reply #47 on: September 18, 2017, 01:17:39 am »

Quote from: Revisions
Tech Revision:
Micro-Blackout Smoke Grenade: (1) FallacyofUrist
A-R1942 Gun Contracts: (1) Shadowclaw
Penny Pincher: [1] Doubloon-Seven

Skill Revision:
Conditional Retreat: (2) Shadowclaw, FallacyofUrist

I don't think you people understand that compared to a Cold War DMR and a WW2 assault rifle, the default assault rifle is way better just because it's fully automatic. The DMR is sluggish, takes time to aim, and has a slower rate of fire to compromise with better penetration and damage output, it's a speciality to sniper weapon. The enemy has cheap assault rifles, yet we get expensive rifles. We have to compensate in the general weapons department.

@Chiefwaffles balance question, since I thinks it's fair to look at a nations starting equipment, it seems like the Astrian's just have straight up better starting gear. First off we both share the same assault rifle, except our version is of the same quality but is expensive, while they get to have more of them because their considered more aggressive, also they get body armor while we get a shitty pistol that can't even penetrate it, that seems like my definition of balance. Also how can't the police at the residential and commercial districts, of Human Inc and Single Arms can't handle a bunch of "effectively" terrorists with assault rifles, which in return made the stealth in being a operative pointless if you get no repercussion of just gunning down every policeman...

Edit: Heres another reason theatre-wise, the companies prefer aggressive approach, correct? And the Global League while nice if fully conquered/dominated by the spy network, it's pointless as it wont let you assert control over another nation unlike the companies. Here's the problem, we suck at aggressive strategies which means we will get steam-rolled by the Astrian's just because they get a cheaper assault rifle and body armor, while we get a barely functioning pistol and expensive same-quality rifles to compensate. TWO OF THE THEATERS are primarily combat-based, and only one doesn't support just murdering everyone. Also you need control of a company, not the pointless Global League, to assert control in enemy's nation to win the Arms Race. No wonder this doesn't feel fair, we suck at 2 of the more important phases, and gets a advantage in the one that doesn't even allow you to win the game. That's perfect balance rational.

How should it have been balanced? Well at least make the Human Inc, which is in residential territory, have balanced strategies, instead of just aggressive strategies, be more effective. Aggressive strategies can be more effective in Singleton's Arms, since it's in the rural area, so less policing and security. Two of the theaters shouldn't have employed the same strategy, since right from the get-go one of the sides is already the under-dog.
« Last Edit: September 18, 2017, 01:56:55 am by Shadowclaw777 »
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Doubloon-Seven

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Re: Shadow Race - Merkan, 1954 (Revision Phase)
« Reply #48 on: September 18, 2017, 07:13:44 am »

Ah. Yeah, that would be good.

Voting for Conditional Retreat & A-R1942 Gun Contracts
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Madman198237

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Re: Shadow Race - Merkan, 1954 (Revision Phase)
« Reply #49 on: September 18, 2017, 09:49:40 am »

The DMR fills a different role than the AR. I am not convinced that YOU understand the argument you're making.

A DMR is just that, a Designated Marksman Rifle, it does not fill the same ROLE as an AR. However, the goal with the built-in suppressor is to make stealth applicable where force is being used.

Quote
Night Owl Fixes
A series of changes has been made to the DMR design, to make it lighter and, most importantly, fix the suppressor.
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Chiefwaffles

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Re: Shadow Race - Merkan, 1954 (Revision Phase)
« Reply #50 on: September 18, 2017, 05:20:12 pm »

Shadowclaw:
The idea is that the Global League's global expense bonus is far more useful than the companies' bonuses despite the access they give. And note the Global League readout - Astria lost because they had no weapons, whereas you were able to use your starter pistol.
But yes. I already believe Human Power Inc. favors a bit too aggressive of a strategy. This coming Operations Phase, I was already planning to treat it as a bit less aggressive, while still ultimately favoring it; not enough of a change to notify people about, but perhaps enough to make some difference. If I don't feel that's enough, I'll make a more drastic change after the Operations Phase so as to not catch anyone off-guard. Even if people feel it's unbalanced, I think it's worse to make sudden changes to how the game plays out without giving anyone time to react.



Skill Revision: Conditional Retreat
[2+2]

A straightforward tweaking of an existing order, Conditional Retreat trusts our operatives to make a judgement call when spotted on whether or not to actually retreat or to stealthily eliminate their spotters. The idea is, again, straightforward in general and that along with being able to use our failed plans for the TRAP Skill helped facilitate the development of this.

It is possible for our operatives to make an incorrect call and engage a superior foe, but that should be rare and generally we can expect our operatives to not be dumb when deciding this. They should only really make a mistake if the threat is legitimately misleading. We have some pride in our recruitment processes. Some.


Tech Revision: A-R1942 Gun Contracts
[5]

Via abusing using our espionage contacts in existing industries, we managed to get a much more favorable direct contract for the production of the A-R1942. While we haven't taken action on it just yet, we also have an opportunity to expand the contracts to include the Night Owl in these contracts thanks to some clever wording by our administrative personnel.
As such, cheapening the Night Owl should be significantly easier either by itself or as part of another revision; it could likely be done with little to none effort as a rider on another (related) revision, in fact. But it (the Night Owl) is still expensive for now.

The A-R1942 is now Cheap.


It is now the Operations Phase.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Shadowclaw777

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Re: Shadow Race - Merkan, 1954 (Operations Phase)
« Reply #51 on: September 18, 2017, 05:41:27 pm »


I think I didn't provide my argument in why a assault rifle has more versatility, eloquently enough. The DMR is good because it can act as a sniper and a stronger weapon to penetrate cover and such, but it has innate flaws such as it reduces mobility, positioning, and takes more time to aim. Assault rifles, even an outdated WW2 one, can be basically be used everywhere. A AR is fully automatic so it's good in every situation, it's good up close because it's fully automatic, and it's good at range because it has rifle bullets. Also note the gun contracts, made any sort of gun (like the DMR) in the future easier to reduce its expenses. I don't know if you want every soldier to have a sniper rifle, but expenses for guns are now easier to achieve.

Also I think the most important theatre to conquer is going to have be Singleton Arms, tech designs are so important in building all the crazy gadgets we want our operative to have, so having to worry less about bugs is a great boon.
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Madman198237

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Re: Shadow Race - Merkan, 1954 (Operations Phase)
« Reply #52 on: September 18, 2017, 06:09:46 pm »

The DMR does NOT necessarily reduce mobility or the ability to take positions, nor does it take more time to aim. That's a combination of the flaws from rolls (Apparently 3s and 4s are not as good as I thought they'd be) and videogame nonsense.

The issue with DMRs is that they have longer barrels and fire one shot at a time, neither quality is appreciated in CQC. However, a well-built DMR (And ours is not quite well built) is only slightly heavier than a good AR (Because of the longer barrel. Ours is just generally a mess), and isn't abnormally bulky (Ours is. Again, bugs roll).

They're easier to use than a sniper, faster to handle as well, hit harder than an assault rifle, and a suppressed version makes SENSE, because one shot is a LOT easier to hide than half a dozen *per person*.
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Doubloon-Seven

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Re: Shadow Race - Merkan, 1954 (Operations Phase)
« Reply #53 on: September 18, 2017, 08:41:12 pm »

By the way, does the operations phase actually have anywhere where players can input plans? Like, instead of using resources equally, plot an attack on a specific place, or infiltrate an agency, etc.
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Chiefwaffles

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Re: Shadow Race - Merkan, 1955 (Operations Phase)
« Reply #54 on: September 19, 2017, 08:19:08 pm »

Operations Phase, 1955

MOLE forces responded to a distress call from a guard at a Merkane Human Power Inc. office. They entered the facility utilizing simple distraction tactics and suppressed Subduers, as Command wished to avoid another all-out gunfight in the streets of a Merkane city.

Our operatives quickly located the offending KOSMIC agents and opened fire. But much to their dismay, the KOSMIC team had put suppressors on their assault rifles and as such brought them with them. While they only had a relatively small amount of A-R1942s, that small amount combined with what appeared to be a new Astrian-manufactured (suppressed) pistol beat our Cheap suppressed pistols.

Yet it was a close loss. Every MOLE operative had a suppressed weapon, and not every KOSMIC operative had one, while theirs were much superior to ours. The skirmish (relatively) gradually turned to KOSMIC's favor as the agents fought amongst cubicles and office supplies, but not without significant casualties on their end.
Most of our surviving operatives come from a split part of the team located on floor 34, that decided to use a Blackout grenade in order to escape. They almost suffocated to death, but they did survive.


Command believes that a viable route to secure future victory in HPI is to move the focus away from outright battles if we can't win them. Espionage efforts in HPI result in these skirmishes because that's the natural result of KOSMIC and MOLE techs and skills clashing together. If we develop ways to avoid combat, then we can, well, avoid combat.
The company seems to be under complete control of KOSMIC and, by extension, Astria. MOLE command is already preparing to begin serious counter-intelligence operations within our own government, unless the company can be retaken. Command's confident that with the access afforded to MOLE by being a Merkane agency, we should be able to keep them out unless anything changes.
Astria gains further control of Human Power Inc. [A: 4/4; M: 0/4]. Astria can now begin infiltrating Merkan.
If Astria holds control of Human Power Inc. for one more year, they will gain the bonus: +1 to Skills Bug roll.




But while we suffered a loss at Human Power Inc., our new technology helped significantly in repelling a KOSMIC raid on a Singleton Arms factory.

MOLE operatives, equipped with A-R1942 and the Night Owl, engaged A-R1942 and armor-wielding KOSMIC operatives in a closed (at the time) factory. Their armor was much less useful than last time thanks to every MOLE operative holding an assault rifle, and our Night Owl agents, while at the same ranges as the assault rifle agents, gave us the edge needed to win as they easily pierced Astrian body armor and eliminated those that our AR-wielding operatives couldn't get at.

Within a short duration, we accounted most of the sighted KOSMIC forces as dead on site, though a few escaped. We didn't even use the Blackout grenade, as it was unnecessary (and fairly hard to use during combat).


With some minor rewording of the event, the Merkane government manages to find and eliminate most Astrian influence garned at Singleton Arms last year.
Merkan gains further control of Singleton Arms [A: 2/4; M; 2/4]




Finally, operatives sent to the Global League report a setback once they return, fewer in number.

Our team entered the target compound without a problem. While the Subduer is suppressed and is useful for limited gunfights, it's still notable; we have to severely limit deployment of it when using the Distract skill to gain entry to high security area. As such, only a couple MOLE agents wielded the Subduer.

Like last time, our operatives eventually realized that some workers (who had arrived at a similar time) were actually KOSMIC operatives in disguise. While this wasn't quite the shock it was last time, it still allowed KOSMIC operatives to engage the MOLE team on their own terms.
And their terms were quite awful. Multiple workers drew the same pistol we had seen earlier this year out of small containers they had held and opened fire on MOLE agents. We returned fire, but because only one pistol was snuggled in via the Distraction skill, our operatives had to retreat just as the security arrived.


Meetings at the Global League don't go well for our diplomats, apparently. Multiple key members convinced last year reverted to a pro-neutrality stance between Merkan and Astria.
Astria gains further control of Global League [A: 2/4; M; 2/4]


It is now the Design Phase of 1955. Vote for a single Tech or Skill proposal to be worked on as this year's design.


Spoiler: Theatres (click to show/hide)

Spoiler: Skills (click to show/hide)
Spoiler: Tech (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

FallacyofUrist

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Re: Shadow Race - Merkan, 1954 (Operations Phase)
« Reply #55 on: September 19, 2017, 08:31:36 pm »

Tech Design: "Briefcase":
We've designed a briefcase that isn't actually a briefcase, but actually a heavily suppressed assault rifle. Pressing a switch on the handle causes a reconfiguration that allows the "Briefcase" to act as an assault rifle.

If they smuggle in pistols, we'll smuggle in assault rifles.
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Madman198237

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Re: Shadow Race - Merkan, 1954 (Operations Phase)
« Reply #56 on: September 19, 2017, 08:57:27 pm »

Ouch. Let's fix this, shall we?

Design:
We've Got Ourselves A MOLE
A revolution of techniques and tactics has resulted in the insertion of dozens of deep-cover agents of MOLE into key positions in the various companies as well as the Global League. Ideally, such positions will allow us to minimize the need for engagements, while also giving us a crucial edge in the availability of firepower should we need it, as our agents will be able to ship in as many agents and weapons as necessary. While we expect only marginal gains at first, over time our agents should rise higher, and we should be capable of filling more positions, allowing us to ramp up the advantages we have over time.

For revisions:
Tech: Blackout II
Taking another look at our original Blackout grenade, the Blackout II, or Escape Clause, is a smaller tactical version that can be used to block vision without choking everyone to death.

Skill: Reorient
An adaptation of our Retreat doctrine will see operatives using Blackout grenades to blind hostiles, then move to a new position to reengage, focusing on taking few or no casualties while using suppressed weapons to kill enemies from a distance.
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Doubloon-Seven

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Re: Shadow Race - Merkan, 1955 (Design Phase)
« Reply #57 on: September 19, 2017, 09:04:49 pm »

I'm worried about what the Astrians are up to with their disguises. Maybe we should develop some better security?
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Madman198237

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Re: Shadow Race - Merkan, 1955 (Design Phase)
« Reply #58 on: September 19, 2017, 09:06:04 pm »

Might be a decent skill revision. Infiltration, however, sets us up for gains in every single theater. I hope.

I'll write up a revision for that later, if nobody else does.
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Doubloon-Seven

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Re: Shadow Race - Merkan, 1955 (Design Phase)
« Reply #59 on: September 20, 2017, 07:18:55 am »

Design:
We've Got Ourselves A MOLE
A revolution of techniques and tactics has resulted in the insertion of dozens of deep-cover agents of MOLE into key positions in the various companies as well as the Global League. Ideally, such positions will allow us to minimize the need for engagements, while also giving us a crucial edge in the availability of firepower should we need it, as our agents will be able to ship in as many agents and weapons as necessary. While we expect only marginal gains at first, over time our agents should rise higher, and we should be capable of filling more positions, allowing us to ramp up the advantages we have over time.
+1 to this, infiltration is TACTICAL.
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