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DarthCowardus rolled 3 100-sided dice: 99, 97, 29 Total: 225 (3-300)

DarthCowardus
Vice Captain

PostPosted: Fri Feb 22, 2008 12:28 am


A T-65XJ X-Wing fighter dropped out of hyperspace and began a headlong attack run against a pair of TIE Hunters. At Long range, the X-Wing launched a single Proton Torpedo at the TIE on his right (we'll call this one Alpha) and then banked right, skating into Medium range briefly before flying straight away from the two TIE's in their Port firing arc.

T-65XJ X-Wing 300 hp: Fore - Alpha[Long, Long], Beta[Long, Long]

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 rolled 3 100-sided dice: 4, 91, 3 Total: 98 (3-300)
PostPosted: Fri Feb 22, 2008 12:31 am


The two TIE's begin to bank left to give chase to the X-Wing. This manuever brings them into a straight line with Alpha in the lead and Beta a short distance behind.

Alpha 300 hp: Fore - X-Wing[Long, Long]

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)

Beta 300 hp: Fore - Alpha[Short, Short], X-Wing[Extreme, Long]

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: Fri Feb 22, 2008 12:48 am


Analysis:
Normally, we won't need this, but I'm going to explain what's going on because you are all learning the system and I'm having to trace it all out to make sure it works the way I want. But not right now because I'm tired and want to sleep. Be aware, though, that this will be my first time running actually numbers so it is likely that there will be some changes to the combat system. I will however, point out all of those changes and explain my reasons for making them in a separate post.

An attack has been made. The X-Wing fired a Proton Torpedo at Long range, targeting Alpha. So first we need to calculate the &#xHi;t of the torpedo. When it was launched, the two fighters were at Long range and the torpedo's effective range is Medium so:

&#xHi;t = Speed/Range = 1/2 = 50%

Speed is 1 because there is no difference in scale. Range is 2 because there is a difference between the effective range of the weapon used and the effective range of the X-Wing to its target. So now we have the minimum number needed to score a hit, 50. If the average of the first die rolled by each combatant is less than 50, the attack hit. In this case, the average is 51.5, so the attack did not hit.

Now Alpha may attack as he has the X-Wing in his Fore firing arc. However, Beta can't attack because he has Alpha in his firing arc, blocking his shot at the X-Wing.
PostPosted: Sun Mar 02, 2008 5:14 pm


Okay, first round in the first battle is finished. I tweaked speed and &#xHi;t a little bit, but really only in how they are calculated, not how they are used. I did, however, change the posting format to include possible targets. That's included on the first page and in the formats for the X-Wing and TIE's in the battle. Again, this is not a field that need be included when listing stats in mechanics because there are no possible targets. Note also, that Alpha does not have Beta listed in his Aft firing arc because he doesn't have any weapons that could target there; therefore, he can't target Beta so it isn't listed. So. Any questions so far? Would someone be interested in stepping in for either side?

DarthCowardus
Vice Captain


DarthLoki 13
Crew

PostPosted: Tue Mar 04, 2008 4:36 pm


I will take over for the ties, since it seems to be the x-wings turn.
DarthCowardus rolled 3 100-sided dice: 83, 67, 20 Total: 170 (3-300)
PostPosted: Fri Mar 07, 2008 9:39 pm


Once the TIE's had committed to giving chase, the X-Wing fired full retro thrusters and lower the port dorsal S-Foil. This maneuver brought the X-Wing below and to the left of the TIE's and also greatly reduced its velocity. As the TIE's passed above, the X-Wing extended the S-Foil, stabilizing itself, and went back to full forward thrust. It also fired two Proton Torpedoes from Short range at the trailing TIE, Beta, at the cost of half &#xHi;t (ooc: as opposed to half damage).

T-65XJ X-Wing 300 hp: Fore - Alpha[Extreme, Short], Beta[Short, Short]

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


DarthLoki 13
Crew

PostPosted: Mon Mar 10, 2008 1:28 pm


I am sorry, but this confuses me too much. I have no idea what is going on.
DarthCowardus rolled 3 100-sided dice: 62, 11, 97 Total: 170 (3-300)
PostPosted: Mon Mar 17, 2008 4:59 pm


Beta maintains full thrust, banking starboard in an attempt to draw off the torpedoes and the X-Wing. At the same time, Alpha cuts thrust to come around to port in a loop that will bring him behind the X-Wing.

Alpha 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)

Beta 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 Mar 17, 2008 5:02 pm


Analysis:
Normally, we won't need this, but I'm going to explain what's going on because you are all learning the system and I'm having to trace it all out to make sure it works the way I want. But not right now because I'm tired and want to sleep. Be aware, though, that this will be my first time running actually numbers so it is likely that there will be some changes to the combat system. I will however, point out all of those changes and explain my reasons for making them in a separate post.

The X-Wing's maneuver brought it behind the two TIE's and allowed it to prevent the TIE's from attacking again. The X-Wing also fired two proton torpedoes at the trailing TIE, Beta. Thus, the &#xHi;t for the X-Wing's attack is:

&#xHi;t = ((2 ^ 0) / 2 ^ (-1)) / 2 = (1 / (1/2)) / 2 = 2 / 2 = 100%

Each missile has a &#xHi;t of 100 and can deal damage of 39.

Next, we apply the damage value 39 to each of the three damage fields for the Proton Torpedo. This gives us (78:39:117) because we multiply the damage dealt by the factor in each field. Then we find the damage absorbed by taking the average third dice value, 58.5, and multiplying that by each of the armor factors to get (117:117:117). While this absorption is enough to prevent damage from a single torpedo, two were fired. Since the missiles were identical, we can simply double the damage dealt to get (156:78:234). Then we find out how much damage was received by subtracting the appropriate absorption from the matching damage factor. This gives us (39:0:117), which we total to get 156 damage points dealt to HP.

That means we need to subtract 156 HP from the total HP for Beta; however, since no specific Region was targeted, this gets evenly distributed over all the TIE's regions. It has three regions so each region receives 52 points of damage.

Beta's stats become:

Beta 144 hp

Regions:
Fuselage 48 hp, Titanium Hull Plating (2:2:2) - Fore 2x Proton Torpedo Launcher (2:1:3) [Medium, Long] - 6x Torpedoes per Launcher;

Starboard S-Foils 48 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 48 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)
PostPosted: Thu Apr 17, 2008 3:01 pm


Finished the latest combat system analysis post, finally. Sorry for the long delay, haven't had much time to get around to it.

At this point, I'm going to leave HP at 300, but I would like people's opinions on HP. Should two proton torpedoes be enough to destroy a TIE fighter when the torpedoes dealt below average damage and the TIE's armor had above average absorption?

That much is obvious because for both damage and absorption, average is 50, modifiers aside.

With the current system, the TIE is very badly damaged, even though it was a pretty glancing blow, and it definitely would have lost some major systems if any specific portion had been targeted. For example, if the Fuselage had been targeted, it would have disabled the TIE entirely.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Wed Apr 23, 2008 3:28 pm


DarthCowardus
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.
Maybe you could make special skills completely seperate actions, roll to see if they activate, and if they don't default to the normal action.
PostPosted: Wed Apr 23, 2008 6:52 pm


I thought about that and decided against it in the interests of fairness. Since this is a combat system, every action involving it should ultimately be either defensive or offensive. This system accounts for both and has an explicitly limitless number of additional special rules to account for any number of extraordinary powers. This system also doesn't add to the number of turns to complete a round of actions since both players roll to see if they hit, how much damage is dealt, and how much damage is blocked all at once. That means that battles while not occur any slower than in the previous Guild.

Also, certain attacks or items may call for additional 100-sided dice to be rolled to determine other factors. That is why I allowed for special rules.


On that subject, does anybody feel he understands the combat system well enough to play one or the other parts of the current battle with me? I think that I like the system as it stands, but want to finish this battle so I can go on to demonstrate a battle between a Jedi and several storm troopers.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Thu Apr 24, 2008 5:56 pm


Are there a set of Base stats to draw upon?
PostPosted: Thu Apr 24, 2008 9:01 pm



DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Sat Apr 26, 2008 7:17 pm


Eh... There's really nothing for the character's own speed, just the weapons, nevermind physical strength.

Also, a sort of "luck" system should be built in, where the more luck you have, the better chance you have at hitting, dodging, striking critical points, et cetera.
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The New Guild: Topics Related to Guild Revitalization

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