Welcome to Gaia! ::

Reply The New Guild: Topics Related to Guild Revitalization
Combat System Goto Page: [] [<] 1 2 3 4 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

DarthCowardus
Vice Captain

PostPosted: Sat Feb 09, 2008 4:38 pm


Looks good, however, I see I forgot to fully explain the ranges. Most of the action across all scales should occur at Medium range. Ship to ship weapons therefore should have Medium effective ranges. Missiles should have Long maximum ranges and Medium effective ranges. The Extreme range, like Zero range, is at the end of the spectrum. Extreme range is probably the farthest limit of active sensors, possibly beyond that. Zero Range is contact.

So I think that the Sith ship's torpedoes should have ranges of [Medium, Long]. The Calinehta, is the next incarnation of the Mirai Evenstar. It's basically a ship that's given a target, goes out, and self-destructs. That and it's lack of a fuel requirement give it Extreme range.


As for Special Attacks/Powers, there is no direct support for them in the system I have, but I think there is room for special rules, such as what I described to DL as a way to do energy shields. However, this touches on an idea I had for all Mechanics/Character Declarations that I will bring up in the Guild Renaissance thread.
PostPosted: Sun Feb 10, 2008 12:14 am


T-65XJ X-Wing 300 hp

Regions:
Fuselage 100 hp, Deflector Shield (2:2:2) - Fore 3x Proton Torpedo Launcher (2:1:3) [Medium, Long] - 3x Torpedoes per Launcher;

Starboard Dorsal Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Starboard Ventral Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Port Dorsal Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Port Ventral Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Critical Locations:
Cockpit [Fuselage] 50 hp, Deflector Shield (2:2:2) - 1x Pilot

Astromech and Hyperdrive [Fuselage] 50 hp, Deflector Shield (2:2:2) - 1x Droid, Necessary for Hyperspace Jump

Starboard Dorsal Stabilizer [Starboard Dorsal Wing] 50 hp, Deflector Shield (2:2:2)

Starboard Ventral Stabilizer [Starboard Ventral Wing] 50 hp, Deflector Shield (2:2:2)

Port Dorsal Stabilizer [Port Dorsal Wing] 50 hp, Deflector Shield (2:2:2)

Port Ventral Stabilizer [Port Ventral Wing] 50 hp, Deflector Shield (2:2:2)

DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Sun Feb 10, 2008 12:21 am


I changed the post format to include weapon fire rates or round capacity, meaning the number of missiles per launcher and the like. Of course, you don't need to put that in if the rate would be one per round.
PostPosted: Mon Feb 11, 2008 4:50 am


TIE Hunter 300 hp

Regions:
Fuselage 100 hp, Titanium Hull Plating (2:2:1) - Fore 2x Proton Torpedo Launcher (2:1:3) [Medium, Long] - 6x Torpedoes per Launcher;

Starboard S-Foils 100 hp, Titanium Hull Plating (2:2:2) - Fore Laser Cannon (4:2:0) [Medium, Medium], Ion Cannon (1:1:4) [Medium, Medium];

Port S-Foils 100 hp, Titanium Hull Plating (2:2:2) - Fore Laser Cannon (4:2:0) [Medium, Medium], Ion Cannon (1:1:4) [Medium, Medium];

Critical Locations:
Cockpit Ball [Fuselage] 100 hp, Titanium Hull Plating (2:2:2) - 1x Pilot

Hyperdrive and NavCom [Fuselage] 100 hp, Titanium Hull Plating (2:2:2) - Necessary for Hyperspace Jump

Stabilizers [Fuselage] 100 hp, Titanium Hull Plating (2:2:2)

DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Mon Feb 11, 2008 4:18 pm


Somewhat major change to the combat system. I've decided that Weapon and Armor Ratings may be the distribution of 6 points, one more than the original 5. I did this because it establishes a clear average case of (2:2:2) and clear specialized cases with a field rating 4 or higher. I think that overall, it will help weapons to be more specialized and armor to be more generalized and enable people to tailor the Ratings to match what they declare a Unit to have in terms of armor or weapons.
PostPosted: Mon Feb 11, 2008 8:57 pm


I was brooding about wither or not to ask about that.

DarthAlucard
Captain


DarthCowardus
Vice Captain

PostPosted: Mon Feb 11, 2008 9:02 pm


My initial idea was that there would be two points more than the number of fields, so that you could have some specialization or a lot of specialization or exclusive emphasis, but basically you had to choose what fields you really wanted to be good. After giving it further thought, though, I decided to go with having the potential to be balanced.
PostPosted: Mon Feb 11, 2008 9:15 pm


Stormtrooper 300 hp

Regions:
Torso 200 hp, Stormtrooper Armor (3:1:2) - Fore ARC-9965 Blaster (4:2:0) [Medium, Medium] - Held in Arms so requires Right Arm and Left Arm to wield;

Right Arm 25 hp, Stormtrooper Armor (3:1:2) - Starboard - If wielding ARC-9965 Blaster with only this arm, halve &#xHi;t;

Left Arm 25 hp, Stormtrooper Armor (3:1:2) - Port - If wielding ARC-9965 Blaster with only this arm, halve &#xHi;t;

Right Leg 25 hp, Stormtrooper Armor (3:1:2);

Left Leg 25 hp, Stormtrooper Armor (3:1:2);

Critical Locations:
Head [Torso] 200 hp, Stormtrooper Armor (3:1:2)

ARC-9965 Blaster [Torso] 100 hp, Stormtrooper Armor (3:1:2) - Necessary to Attack

DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Mon Feb 11, 2008 9:22 pm


I've just posted the declaration for a generic Stormtrooper. With the new combat system, I think it makes sense for players to post stats for their generic soldiers somewhere in their Mechanics so that the stats may be referenced as needed. The alternative would be to have the player write up the stats each and every time any individual soldier is engaged in combat.

Note also that while I listed the Stormtrooper's blaster as a weapon, that is not necessary. In this case I did it to increase the number of CL's and to enable the trooper to be disarmed.
PostPosted: Thu Feb 14, 2008 12:59 am


As soon as I get some time to sit down and when I am done with all the make up work for being sick, I will post the stats for my army

DarthLoki 13
Crew


DarthCowardus
Vice Captain

PostPosted: Sat Feb 16, 2008 10:31 pm


Jedi Guardian 300 hp

Regions:
Torso 100 hp, Cortosis Weave Robe (2:2:2) - Fore Lightsaber (2:4:0) [Zero, Short] - Blue Blade, Must be held in hand [Right/Left Arm] to be effective

Right Arm 50 hp, Cortosis Weave Spaulder (2:2:2)

Left Arm 50 hp, Cortosis Weave Spaulder (2:2:2)

Right Leg 50 hp, Cortosis Tassets (2:2:2)

Left Leg 50 hp, Cortosis Tassets (2:2:2)

Critical Locations:
Head [Torso] 300 hp
PostPosted: Sat Feb 16, 2008 10:37 pm


I'm ready to demonstrate the combat system with a battle between the X-Wing and TIE Hunter to start and then a battle between a stormtrooper and a Jedi Guardian. However, I would prefer not to have to post for both sides myself so I would appreciate it if someone would be willing to play one of the parts in one or the other or both battles.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Sun Feb 17, 2008 4:37 pm


DarthCowardus
Well, I don't know what Fire Emblem is, but I specifically chose not to do stats the way you described because I couldn't find a way to make it fair and balanced. I say fair and balanced because the two are different things. I could either have had players simple post the stats their characters logically deserved, which would be fair; but then there would be nothing to halt the escalation of stats and the creation of god characters, which means that there would be no way to ensure balance. Of I could have established some algorithm for randomly assigning stats, but there are ways around that and there would be cases where characters received stats clearly lower than they deserved, which would be unfair, but presumably balanced.

As it is, there are character stats, in a sense. Character combat stats would be the same as those of any other combat Units (Characters are Units). The Regions could be {Torso, Left Arm, Right Arm, Left Leg, Right Leg} and the Critical Locations could be the Head and the Heart, both contained by the Torso. Otherwise, their stats are determined by their equipment and by how they are used.

Does that make sense?
Stat screwage is something seen often in Fire Emblem... However, characters have class-specific stat caps to keep stats from getting too high, as would undoubtably happen in some cases.

However, characters still get amazingly stat screwed often due to growths. While not entirely "fair" persay, all growths could be set to the same max amount (Such as 300% total) to even it out, and keep things balanced. And by growths, I mean the chance that a stat will be raised at the level up.

There are skills that effect growths and leveling up in the latest two games, but they get overly complex for a Text-based RP.
PostPosted: Sun Feb 17, 2008 5:23 pm


As I said, I don't know Fire Emblem. If you would like to develop a combat system based on the Fire Emblem method you are welcome to do that and propose it as another possible combat system. Right now we are discussing my system because I am the only one to have proposed any system. I looked at your suggestion for character stats, rejected it, and stated why. My reasons haven't changed and you argument doesn't really seem to be in your favor anyway.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Thu Feb 21, 2008 1:58 pm


DarthCowardus
As I said, I don't know Fire Emblem. If you would like to develop a combat system based on the Fire Emblem method you are welcome to do that and propose it as another possible combat system. Right now we are discussing my system because I am the only one to have proposed any system. I looked at your suggestion for character stats, rejected it, and stated why. My reasons haven't changed and you argument doesn't really seem to be in your favor anyway.
...Good point. I'll put the info up when I can.
Reply
The New Guild: Topics Related to Guild Revitalization

Goto Page: [] [<] 1 2 3 4 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum