Does the 180 degree rotation on the machine guns mean they can be turned 180 degrees inward and fired into the ship itself?Means that they can rotate 90 degrees to the left and right of the forward facing position they're at in the blueprints. So no, you can't turn them around to fire back at your own ship.
((Well, this sounds interesting. I also have a feeling I have just created something very unbalanced and useless, he he he.))
Name: Vlad
Team: RED (Actually rolled a die for this.)
Stats:
Strength: 2
Dexterity: 2
Intelligence: 6
Skills:
Cannon 0
Gun 1
Sabre 0
Unarmed 0
Engineering 1
Piloting 3
Questions:
Do we level up and how? Because I want to know if putting a 0 in something will put me at a major disadvantage for the next 8 months, or if I will eventually be able to rectify this.
Is there any reason for me to have points in Strength if I won't have any points in either Sabre or Unarmed?
How do we determine captains? Because I'd like to contend for that role, especially having taken courses in piloting.
How is piloting the ship done? Do we need to be there physically every turn, or can we tell it what to do telepathically, etc...
What setting are we going for? I understand the meaning of the word "Space Pirates," but seriously.
Can we even technically land?
Is it cold outside? What altitude are we flying at?
Will we have to climb outside to repair some stuff?
Can we potentially replace the cockpit glass window with something more sturdy and instead have a man telling the person piloting directions? (like how it was done on real ships.) In game?
Will that grid space be 3-D?
Why would we surrender?
Is there any reason you use MSPaint and not Photoshop with Illustrator?
New Piecewise RTD? Instant in.
Can we fire swordsmen at the enemy?I shalle make it mine topmost priority!
Excellent!Can we fire swordsmen at the enemy?I shalle make it mine topmost priority!
Excellent!Can we fire swordsmen at the enemy?I shalle make it mine topmost priority!
No, seriously GWG are you on red or blue team?
Let the games begin.
((Arrived a bit too late due to being both sick and busy. Well, posting to watch the mayhem.))Ah well. Feel free to join me in giving ridiculous sports commentator play by plays from up in the sky booth. You can be the world-weary one, I'll be the Drunk one.
((Can I just make a request that we put our team name before our post to make this easier? And also put your character's name when you post?))
No, seriously GWG are you on red or blue team?Blue, as I thought I said.
It appears GWG's Pilates Goatnudger is defaulting to red.Dag nabit. Why couldn't this have been mentioned when I was at home?
((GreatWyrm, your character has the same exact stats as mine (except for a missing point in Str which I was going to do too actually). At the same time, the other team has no one with actual piloting skills.((Why do you think I intended to be there?
It really does make sense for you to be in the Blue Team,
To the middle left machine gun! Begin strafing the main deck!You run to one of the forward machine guns, a strange, dual barrel thing in a mount with a belt of ammo being fed up to it from a hole in the deck. You grab the handles and take aim, trying to spray fire onto the deck of the distant Blue team ship.
Red TeamYou run to the lower cockpit and climb the ladder up to the cockpit proper. You take a seat at the controls, take a few moments to familiarize yourself with them, and then attempt to set the ship in motion.
Name: Vlad
Get up to the cockpit. Two speed ahead.
Something I forgot to ask. What is the range on macine guns, and on cannons?
CheatSheetsSpoiler (click to show/hide)
RED - Danath: Load normal shells into as many cannons as I can in a turn.
You join Vlad in the control room, cowering to the side so you have some cover when the bullets start flying.No, seriously GWG are you on red or blue team?Blue, as I thought I said.It appears GWG's Pilates Goatnudger is defaulting to red.Dag nabit. Why couldn't this have been mentioned when I was at home?
Pilate: Get to the controls!
That's a good question- do the cannons start loaded?We'll give you the same check as the other guy got. 1 shell for every 2 successes.
Toaster: Load a standard shell in the first available unloaded cannon.
Steven, BlueYou run forward, grab the handles of the machine gun and take aim but...well...you don't think you're gonna be able to hit them from here. You're an alright gunner, but by no means a goddamn machine gun sniper.
Go down the ladder, Move to the second forward mounted machine gun (From left to right) and take aim while yelling.
"Take aim friends, for now we must fight, be prepared to fire!"
"Also someone start piloting this thing forward, ya doyps."
Attempt to modify the engines for a SUPER SPEED BOOST!You run down the stairs and then lower yourself through the hatch into the cramped engine deck. You squeeze through the bulkheads until you reach the engine itself. You give it a look over and think you might be able to squeeze more power out of it; but it won't be easy, and it will take time. Time during which the engine will have to be shut off.
Damian will run over to aid in engineering.You join Gent down in the engine compartment and look over his shoulder as he inspects the engine. With the both of you together you'd have a better chance of pulling the modification off, but it would still take time.
"I may be a sword specialist, but I know one or two things about how to operate an engine! I mean, mostly how to effectively break them BUT STILL!"
It's time... to d-d-d-d-d-d-d-d-d-d-d-d-d-d-d-d-d-d-horribly murder the differently-coloured guys. Sorry, I have a stutter.[R3 S3]
Vowel: grab ammo, load the cannons, starting from the front right and going to the back.
((Wait, does no one on our team has a point in cannons? Also, currently the red team has 3 people with engineering and piloting skills. This is embarrasing.))
Seeing as Shepberd looks very enthusiastic about controlling the ship, Vlad relinquishes control and goes down.
He then takes a seat at one of the machine guns and tests his firing skills. He also checks the ammo for the machine guns.
"Anybody wants to talk strategy? Are we just going to ram them?"
Cheat SheetsSpoiler (click to show/hide)
As for me, I set my character up as a master gunner, so I should probably stay on the machine guns and suppress the enemy.((Wait, does no one on our team has a point in cannons? Also, currently the red team has 3 people with engineering and piloting skills. This is embarrasing.))
Seeing as Shepberd looks very enthusiastic about controlling the ship, Vlad relinquishes control and goes down.
He then takes a seat at one of the machine guns and tests his firing skills. He also checks the ammo for the machine guns.
"Anybody wants to talk strategy? Are we just going to ram them?"
Cheat SheetsSpoiler (click to show/hide)
While we have no one with cannon skills, we do have a couple with high dex, which still counts towards it a great deal. Though strategy wise, I vote going up alongside them, broadsiding them with explosive rounds which I will load into the left cannons, and then boarding them.
((I really wish I had put my intended team on the sheet like I thought I had...))
Is the pistol off of dexterity? If so, I will be happy to trade.
Switch to right forward gun, spray Steve full of bullets.You switch guns, for whatever reason, and immediately begin firing at the distant shape of the approaching ship's prow.
Thankfully, I am a machine gun sniper.
((Wait, does no one on our team has a point in cannons? Also, currently the red team has 3 people with engineering and piloting skills. This is embarrasing.
This is going to go horribly wrong for us with this set of skills.
Also, I so much want this to be spiced with two commentators, you and Caellath together.))
Seeing as Shepberd looks very enthusiastic about controlling the ship, Vlad relinquishes control and goes down.
He also checks the ammo for the machine guns.
Edit: Use the loadstone to turn 45 degrees to the left. (Wait, if Danath loaded the explosive rounds into the left cannons, should I turn right instead?)
Another Edit: If possible, instead of the above action, pull on the loadstones in such a way that our ship shifts one square left but keeps going towards the enemy.
"Anybody wants to talk strategy? Are we just going to ram them?"
Cheat SheetsSpoiler (click to show/hide)
Dang. This all happened while I was asleep?You head down to the cannon level and look them over as a hefty looking man flexes his muscles in a corner. The cannons look like they would fire pretty much as quickly as they could get shells into them, disregarding recoil which is only a few seconds...Really the best way to get these firing as fast as they can is just to get a good firing team down here loading and shooting efficiently.
RED-Sloan
Make sure all guns and weapons work at top efficiency, and try to modify them to be able to shoot faster
Red - Danath"24 INCH PYTHONS!"
Load normal shells into the remaining cannons.
Make the ship go forward faster![T 1, R9, S5]
Yes, pistols are dex.
Toastarrr Screw the loading- that's too heavy! Take an unmanned front MG turret because I *AM* a machine gun sniper!
By the way, Dariush, I volunteer you as pilot.
Grab empty bottles, cloth scraps, and airship fuel, make Molotovs.You run to the supply hold and start rummaging through it. You find some bottles, some cloth and some sort of chemical that has a big "DANGER: FLAMMABLE" warning on it. That will do!
Turn around and aid in loading the cannons.You run back to the hatch and pull yourself onto the cannon level. You help load the cannons as fast as you can. You know full well that the other ship is coming straight for you.
"I don't think it's too smart to shut off the engine right now... but is anyone going to pilot? Can you pilot, Gentlemanne?"
((OH BOY I CAN'T WAIT TO BECOME SWISS CHEESE))((You know it's a danger because I can actually roll to attack from the other side of the map :P.))
Check the old links. Dropbox updates the images automatically as I edit them. I'll just throw the links in the OP too.((OH BOY I CAN'T WAIT TO BECOME SWISS CHEESE))((You know it's a danger because I can actually roll to attack from the other side of the map :P.))
Where's the updated maps?
((The maps update automatically.No dynamite on board, though good idea for later. Really, firing a shell into the ammo dump is explosively effective as well. But Molotovs work too, if you can get them in. And get them made without burning the place down.
Also, can you amebas put your team names and character names before your actions already?))
Red Team
Name: Vlad
Do we have dynamite or something we can throw into their ammo dump after we break their plating? If we don't, make molotovs.
Cheack the ammo piles for our machine guns. Also, get down at least a level.
Cheat SheetSpoiler (click to show/hide)
Empty standard shell, fill with flammable liquid.Standard shells are solid. They're like cannonballs. What you're describing though, is pretty much an Explosive shell, which you already have 10 of.
((I didn't know it was limitless.))I think I said something to that effect somewhere in here...maybe not. Oh well, for the sake of right now, just assume they can keep dakka'ing till the gun or ammo store is destroyed.
((You're thinking of Danath, Damien's very coincidentally similar red team counterpart. I am Blue Team, hence the blue :P))((Screw you guys. Making similar names and stuff. Still would help if you would posted the team.))
Red-Sloan
Try to design upgrades for the cannons to make them more powerful.
Also, now that I think about it, it might be better to go not for the broadside, but with an angle where we can shoot them, and they can't shoot us.How? Unless we get behind them or spin the ship on its side and go over...them...
((Everything between the two updates was night for me. :())((I feel your pain.))
Once we get closer, Joe performs a heavy strafe of the deck, catching anyone who might try to board with a pile of bullets. If we don't get there soon, he keeps trying to kill the enemy gunners with his sniping skills. If Damien comes up there, he gets bullets too.Well, you actually have a better chance of hitting now, target is only 8 and you have 12 so...13% chance or so.
((The maps update automatically.
Also, can you amebas put your team names and character names before your actions already?AND SPECIFICALLY FOR DAMIEN: DUDE, IF YOU MAKE YOUR ACTIONS BLUE WHILST THOU ART ON THE RED TEAM, AND YOU DON'T PUT WHICH TEAM YOU ARE ON, IT MAKES IT VERY CONFUSING.Ok, wrong guy. Sorry. This is all your fault, not mine.))
Red Team
Name: VladDo we have dynamite or something we can throw into their ammo dump after we break their plating? If we don't,Check the ammo piles of our machine guns.
Make Molotovs. Also, get down at least a level.
Cheat SheetSpoiler (click to show/hide)
Fine then. Help pilot the ship and try to get accustomed to the controls.(You could give it a name.)
Does our ship have a name?
Red - DanathYou exchange weapons and continue loading the cannons. Well, cannon.
Give Remuthra my pistol, getting his sabre in return. Once that's done, load the remaining cannon
Tactics wise, I'd say we should broadside them as we fly by, hopefully before they get most of their cannons loaded. Once that's done we should make another pass and either fire explosive shells into the hole, or use the hole to jump across straight to their cannon deck and light up their ammunition. ( I know the enemy team can see this but it's only a test anyway)
Also, the only cannon they have loaded so far is on the their right I think, so if we go to their left we should be safer.
Avoid any incoming shots. If none are coming, draw my pistol and shoot any visible enemy crew members.You take one hand off the controls and draw your pistol from it's side holster. You squeeze the grip and rest your finger on the trigger guard. Things are probably gonna get messy here real fast.
Toastarrr: MORE DAKKA"DAKKA DAKKA DAKKA"
Really, Dariush, get us moving please?
Steven,Blue
Go help load the cannons for this turn.
Use EL SHELL EXPLOSIVO instead.You run upstairs to the ammo dump and find one of the explosive shells. Now what do you want to do with it?
Damien promptly runs up to the deck, and if the blue ship gets within inches of the red ship, jumps over to the red ship, sabre in hand. Damien is a sword specialist, after all.
((Everything between the two updates was night for me. :())You run upstairs, across the deck and into the lower cockpit area. You take the ladder up to the cockpit proper and take your place at the controls.
Vowel: screw loading, time to pilot this beauty up. Get to the cockpit. If possible, turn left. If possible, speed up as far as possible (or AFAP).
Any questions?((Maybe I know way to little about this, but is seems to me that turning on your side to face the enemy from is not the most efficient way to fire cannons, and is also very dangerous. First, because you will not be able to fire all of your cannons into their ship, just one or two. Second, because the front of the ship is the best defended part of the ship. For one thing, it is the opposite of flat, so the cannon-ball will simply slide off. It's like hitting a plate mail in the chest (absolutely pointless).
1.You can hit them with all of your cannons on that side. The cannons can only fire if you have your side lined up, but if you do they can all fire and hit the same place or fire and hit anything thats possible to hit from that position. They have some degree of aim.QuoteAny questions?((Maybe I know way to little about this, but is seems to me that turning on your side to face the enemy from is not the most efficient way to fire cannons, and is also very dangerous. First, because you will not be able to fire all of your cannons into their ship, just one or two. Second, because the front of the ship is the best defended part of the ship. For one thing, it is the opposite of flat, so the cannon-ball will simply slide off. It's like hitting a plate mail in the chest (absolutely pointless).
And thirdly, because the other ship will then ram you into the side, and totally mess you up.))
If we fired our cannons now, couldn't we hit the enemy as they pass by?Technically, you could have. But there was no one down with the cannons, ready to fire them as the ship passed. Movement in this is so far a bit screwy, it happens AFTER the turn's actions. However, when it comes to cannons and passing shots, we're gonna fudge it a bit and say that if you have someone down with the cannons, on the right side, ready to fire, then they'll get their shot.
Steven,BlueYou can't. The machine guns won't turn that far. Theres a part under the turn that says that and has diagrams as to why it can't.
Get to the closest machine gun and strafe the enemy deck, whilst rapping at a high speed.
Fill it with fuel, load it into a cannon.Why? The explosive shells already create fire. All you'd be doing is the equivalent of replacing one explosive with another.
NameLittle late. And we don't have a wait list...But after this fight we're gonna have another, so feel free to sign up then.
Stats: 4 Strenght, 2 Dexterity, 4 Intelligence. 3 Sabre, 2 Engineering.
Team: Blue
Can we do things in three dimensions, despite the current lack of mechanics for it?Not yet. Next battle though, you can.
Oh, you crazy mask guy.Currently it's in the op, but I can throw it at the bottom too.
Fly forward, continuing at Speed 3 and trying to get the enemy ship in our cannons' sights. At the closest point of our trajectories this turn, fire a shot at any crewmembers I can see.
Would it be too much to ask for a link to the map at the bottom of each turn? I keep forgetting where it is.
Is it possible to manually turn the lodestones further than normally possible?Could be, for faster turns, but doing so would cause damage to the ship itself. I track the health of the sections, so it would weaken them to damage later.
-Airskiffs. For skirmishing and boarding attempts.The fighters would come in different types, so boarding skiffs are possible.
-A 360 degree deck gun on top of the cockpit, similar to the larger gun on a submarine.
-More ammo types for different guns. As an example, grapeshot shells, and disruption shells.
Oh. I kept looking for the turn it was originally posted in. Silly me.Human cannon ammo is possible but..well it would have a high tendency to kill it's riders.
Anyways, I think that "drop-pods" (things you stick people into) as cannon ammo would be neat. Oh, and as a suggestion for 3D: Could you have each ship's position just be represented as triple coordinates, and each ship's direction as a similar velocity?
I'd like a bit of a better idea of what you have in mind, but it sounds pretty good.Like DF it is Unspecific, but assume your pistol would only work on the tile your in and maybe the tiles directly adjacent.
I'm not sure, we'd only be two or three tiles away. How big are tiles, anyways?
Hm...if you want a little extra work to do, remote-controlled or homing drones packed with explosives would be fun.Trying to keep this semi-steampunk/alternate WWI style, mostly because just spending all your money on 50 drones is probably effective but very boring. I want mid air machine gun battles, cannons firing, men fighting on the decks of enemy vessels. You know, that sort of thing.
Incidentally, piecewise, this has had me imagining some stuff in the back of my head. I'd be willing to collaborate with you on the advanced rules.
What's the time frame on turns going by?unspecific, really, for the sake of not slowing everything down or forcing some actions to be unreasonably fast. If it seems like it would take a long time though, I'll split it across turns.
Personally, I want Jetpacks.Jump pack, maybe, for short flights, but nothing long range. Should be fairly risky too. Jetpacks are kinda outside the range of the setting I had in mind, but maybe something steamboy-ish.
A sabotage weapon would be nice.Not really sure what you mean. Something more specific?
Edit: More importantly, WHO IS FIRING THE CANNONS?[/b]I could fire the cannons, but I'm busy at the helm.
Not with proper cushioning! Or some other stuff.Anyways, I think that "drop-pods" (things you stick people into) as cannon ammo would be neat. Oh, and as a suggestion for 3D: Could you have each ship's position just be represented as triple coordinates, and each ship's direction as a similar velocity?Human cannon ammo is possible but..well it would have a high tendency to kill it's riders.
Trying to keep this semi-steampunk/alternate WWI style, mostly because just spending all your money on 50 drones is probably effective but very boring. I want mid air machine gun battles, cannons firing, men fighting on the decks of enemy vessels. You know, that sort of thing.Neat.
If you have ideas, feel free to pm me. I may or may not use them, at least in their entirely or original form, but I'm always open for suggestions.Let me know what you need ideas for.
If this is WW1, can we get some bolt action rifles? In addition, does that mean we could have some biplanes to dogfight in?((Facepalm))
:PIf this is WW1, can we get some bolt action rifles? In addition, does that mean we could have some biplanes to dogfight in?((Facepalm))
Two quick questions. Are the decks metal plated as well? Or can we throw molotovs onto the top and set it on fire? Also, does throwing molotovs use strength or dexterity? Or both?Decks are wood. These things are tinderboxes really. And throw depends on stuff. Probably str for just lobbing at a large thing; dex thrown in there for precision aiming.
If the deck is wood, could I shoot through it into the lower regions of the ship?Next round, when you can fly over, sure. Right now...no. Working on underhanging guns specifically for such things.
...I get a strong feeling that our movement in this game will be limited to circling around each other, since turning away from the enemy would be catastrophic and turning to the enemy will prompt the same reaction from him.
RedThat's kind of what I have been saying to GreatWyrm. I don't know why he didn't do it before.
As for our movement, I'd advise we move 45 degrees right and three forward, as we will have a perfect shot to their back, and they wont be able to hit us with anything.
I wasn't sure what you meant.RedThat's kind of what I have been saying to GreatWyrm. I don't know why he didn't do it before.
As for our movement, I'd advise we move 45 degrees right and three forward, as we will have a perfect shot to their back, and they wont be able to hit us with anything.
Also, Baloons suck in combat. The only reason for their existance, is to gain range and view for the ground troops. Once you have other (stable) aircraft, there is no reason to have them.Airships, let alone wooden ones, aren't exactly practical either...besides, the baloons would be more support craft.
You know what that means, don't you?[T4.R12.S3]
Show them how DAKKA really works! Clear the deck!
((I understand that this tactic would work with the game mechanics. I'm just saying that the above-mentioned tactic is stupid and really really dangerous. Sorry about that, and I don't usually call you out like that. However, it's also important to not give people wrong ideas about what would work, and what wouldn't. i.e.: The problem of modern entertainment.
By the way, my secret idea to tie ropes to us and swing into their ship, igniting everything, will have to be discarded because if the ships are moving, we won't really have enough time to do anything.))
Red Team
Name: Vlad
Vlad hands out several (3 if I have enough) molotovs to everyone. He then takes a position at the cannons, and will help aim anybody who decided to fire them. He will not fire the cannons if he is the only one there.
Cheat SheetSpoiler (click to show/hide)
Red - DanathYou pace back and forth, wanting something to do. You can load shells, you can fight, but you can't fire these cannons. You're grinding your teeth with frustration at your uselessness when Vlad comes up. He hands three moltovs, tells you to be careful with them. You nod, and turn to look back as he walks away. The Blue ship is there, cannons aligned with you. You try to duck, dodge away, but you're not fast enough.
So, what are we doing, movement wise?
If we are getting into cannon range, find somewhere secure to hide behind until we get close, preferably close to the cannons so I can reload them.
If we are getting into boarding range, get up on deck, ready to jump across.
Edit: More importantly, WHO IS FIRING THE CANNONS?
Well, I'll just fire the cannons I guess.You leave the cockpit, sliding down the ladder and running out on deck. You're halfway to the stairs when the first shell hits the cannon deck and the entire ship shudders. You nearly lose your footing but you keep going. You pass Vlad and are halfway down when the next shell, the one that hits the cockpit, lands.
Aiming and firing cannons require DEX instead of STR right?
Oh, you crazy mask guy.[T2. R9. S4]
Turn right and then fly forward, continuing at Speed 3 and trying to get the enemy ship in our cannons' sights. At the closest point of our trajectories this turn, fire a shot at any crewmembers I can see.
Would it be too much to ask for a link to the map at the bottom of each turn? I keep forgetting where it is.
"Oi! Line me up a shot!"You run down to the cannon level and grab the first cannon on the right. You aim down the barrel at the cannons of the red ship.
Toastarrr: Get to the red-facing cannons and prepare to fire when able! Aim for their guns.
Steven,BlueAs Toaster takes up position on the first right gun, you take the middle cannon, aiming for the cockpit.
change mind and move to the middle right cannon, If there is a possible line of fire on the cockpit, attempt to shoot said cannon at said enemy cockpit.
FINE THEN![T3. R3. S1]
Strap some explosive shells together, add fuse. If possible, construct catapult.
Find cover when the deck gets machine-gunned; but once again, if the enemy ship comes close enough, board 'em.You run and hide behind the cockpit tower as machine gun fire screams over the deck. You press your back against the wall and feel your teeth shake as the ships cannon's fire.
...I honestly did not expect to be able to do all three actions in one turn. I think we should limit acceleration/deceleration to a single level per turn (so it is possible to go 0-1-2-3, but no 0-3).[T2. R4. S3]
Also, how can reds hit us with machineguns? We're not even close to three tiles needed for them to hit us.
Also x2, what's the cannon range? I can't find it anywhere.
Also x3, what are the numbers next to the rolls? And how does piloting skill influence, well, piloting?
Also x4, please add ship customization to the finished version. ^_^
Vowel: facepalm. Turn right. Put engines down to 2. Sing inspiring songs, forgetting I have 0 in singing.
And Toaster, don't you mean rightside cannons?
((Okay, I call shenanigans. The Blues had to turn 45 degrees in order to fire at us. That is supposed to take up an entire turn. I can accept that they were able to fire at us for the purpose of keeping this turn-based, even if real-time they would not have been able to. But at the same time, we didn't need to turn as we were passing them. Exactly how were they able to fire first?!Here are the lines where they took the shots. Blue line up first. Doesn't really matter though, even if Red had fired first, the result would have been the same.
By the way, another suggestion. When we are turning and moving, it would be neat if our movement path was an arc, not turn and then move.
Also, it's kind of hard to use W/E/N/S when turning. If we were squares, sure, but not as ships.))
Red Team
Name: Vlad
Perhaps we should begin turning a different direction now, that one of our sides is badly damaged. That way we will be able to fight on equal footing again.
Check if Danath is okay. Administer care. (I hope my intelligence will help here.)
Also, if we get another turn before tomorrow night, Remuthra can take charge of my character.
((Okay, I call shenanigans. The Blues had to turn 45 degrees in order to fire at us. That is supposed to take up an entire turn. I can accept that they were able to fire at us for the purpose of keeping this turn-based, even if real-time they would not have been able to. But at the same time, we didn't need to turn as we were passing them. Exactly how were they able to fire first?!
Skybooth - Cael the Commentator
"I am not sure Team Blue actually knew they'd get such an opportunity so soon or if they saddled Lady Luck and called her their property, but the results are still looking good, Wise.
Judging by their reactions, I believe that after the mandatory moments of flailing, the Red Team will try a very likely clumsy comeback - with their trigger happy machine gun sniper being at a good spot to try and actually hit something now that the enemy's in range, though I agree their pilot may soon become less of a man after losing several body parts due to his unprotected position. "
"Oh, it appears the #3 Red, Vlad, is trying to call a foul on physics. We'll get a referee in there just as soon as the shooting stops."
"Oh, it appears the #3 Red, Vlad, is trying to call a foul on physics. We'll get a referee in there just as soon as the shooting stops."
"I believe Physics hates us all and shows it through the little things, Wise. What I know is that when the guns resume roaring, we'll get an insight on human anatomy via bloody chunks unless everyone begins shooting like seizure-riddled labyrinthitic lab rats."
PW: I'm curious about the roll system- does exceeding the required number of successes increase the success you get? I think it does, from a couple things I've seen, but I just want to ask to be sure.The rolls do have some degree of gray area around their targets. Going over by a lot will be better then just hitting it, going under by just a little might have a lesser effect.
Too bad that cannon shot of mine wasn't explosive.
"Anything is possible Cael. Pass the bottle, good buddy."
You jump over the wreckage of the forward right cannon and take up position at the middle one.Uhhh. Why did he shoot twice?
[T4. R6. S2]
You fire, the recoil of the gun pushing you back despite its bindings to the deck. You don't see it hit; you don't see the shell hit the blue ship. You must have missed. You move to the next gun.
[T4. R6. S3.]
Another miss. You pound your fists on the cannon.
You jump over the wreckage of the forward right cannon and take up position at the middle one.Uhhh. Why did he shoot twice?
[T4. R6. S2]
You fire, the recoil of the gun pushing you back despite its bindings to the deck. You don't see it hit; you don't see the shell hit the blue ship. You must have missed. You move to the next gun.
[T4. R6. S3.]
Another miss. You pound your fists on the cannon.
Keep them off the guns!
Sometimes my existence is so simple. Shoot things, then shoot more things. Don't worry about trying to outmanoeuvre, just keep shooting.
((Okay, I call shenanigans. The Blues had to turn 45 degrees in order to fire at us. That is supposed to take up an entire turn. I can accept that they were able to fire at us for the purpose of keeping this turn-based, even if real-time they would not have been able to. But at the same time, we didn't need to turn as we were passing them. Exactly how were they able to fire first?!You scramble back down the stairs and over to Danath, who is still laying against the wall.
By the way, another suggestion. When we are turning and moving, it would be neat if our movement path was an arc, not turn and then move.
Also, it's kind of hard to use W/E/N/S when turning. If we were squares, sure, but not as ships.))
Red Team
Name: Vlad
Perhaps we should begin turning a different direction now, that one of our sides is badly damaged. That way we will be able to fight on equal footing again.
Check if Danath is okay. Administer care. (I hope my intelligence will help here.)
Also, if we get another turn before tomorrow night, Remuthra can take charge of my character.
SLOANYou watch as the Blue ship drifts away. It gets close, but you can't get a line of fire on the blasted thing! GOD DAMN IT ALL, YOU MUST HAVE BLOOD! YOU MUST HAVE DEATH! BLUE MUST BURN!
MORE DAKKA! MORE BOOM! FIRE! FIRE!
Red- Danath
Wait as Vlad tries to fix my leg. Help if possible. Once that's done, reload the cannons, ready to fire again.
Also Cheesecake, I would advise specifying a target, like the engines or the back of the cockpit, not just boom boom :S
"Dammit! Why didn't you idiots fire the cannons?!?"[T2. R9. S4]
Shout at the crew. Slow down to Speed 2 and turn right more. I'd be going west at that point. Prepare to dodge cannonfire by leaping down the ladder if anything shoots at me somehow.
[R2. S2]((Okay, I call shenanigans. The Blues had to turn 45 degrees in order to fire at us. That is supposed to take up an entire turn. I can accept that they were able to fire at us for the purpose of keeping this turn-based, even if real-time they would not have been able to. But at the same time, we didn't need to turn as we were passing them. Exactly how were they able to fire first?!
I don't claim to fully understand everything, but what turns the ship and what propels the ship are two entirely different systems. One can be operated independently of the other, so I assume the hard turn was swung while the ship was already in motion, giving a quick shot at the ship.
"Arr har har! Come back and have at ye!
Toastarrr: Help reload shells! If there's any way in hell I can get a shot off from a cannon, take it instead!
Steven,Blue[R4. S1]
Reminisce in the awesome shot while reloading the cannon.
Tell the captain to ram, ready my saber.
Chance way missed, Damien instead books it down to Engineering, to make sue things are going well.You climb your way down to the third deck and look around. Everything seems to be running smoothly; the engine is running hot enough to turn the entire lower deck into a steamy, 120 degree mechanical hell hole; but at speeds like these you have to expect such things.
[t2 R4 S3]You jump over the wreckage of the forward right cannon and take up position at the middle one.Uhhh. Why did he shoot twice?
[T4. R6. S2]
You fire, the recoil of the gun pushing you back despite its bindings to the deck. You don't see it hit; you don't see the shell hit the blue ship. You must have missed. You move to the next gun.
[T4. R6. S3.]
Another miss. You pound your fists on the cannon.
Also, what about my suggestion about limiting speed change to a single level per turn?
Vowel: realize the effect of my singing on morale. Try to take out another point out of singing (for a total of -1) and put it into piloting. Also, turn left aka NW and speed up to 3.
Which team are you on, again?BLU.
If he jumps, can I shoot him with my pistols as he's flying?If I jump, can I throw my saber at him?
Um, guys. I'm pretty sure that you can't jump from one ship to the other unless they are un adjacent squares. Our ships are probably hundreds of meters apart right now.If he jumps, can I shoot him with my pistols as he's flying?If I jump, can I throw my saber at him?
Also, thanks, Remu. (if it's fine to call you that.)Yeah, it's fine. It's kind of hard for some people to spell, honestly.
Rule Of Cool. (Also RTD Physics)Doesn't work with Piecewise. Although he usually asks you if you reeeaaaly want to do it. And the death descriptions are pretty funny.
Any change for a switch from squares to measurements? Or hexes?
Also, I think it would be better if we did not know what the other team was doing, only what their ship was doing. You know, keep the tactics secret, create a suspense of what is really happening on their ship. Maybe have each side their own secret topic, and only post the things known to everyone here? And then when the battle is done we could reveal these secret topics.
Rule Of Cool. (Also RTD Physics)Leaping to one thats adjacent is already kind of Rule of Cool, leaping any farther isn't gonna happen. Least not till we get the steam jet packs or Spring-heeled Jack boots in... But yeah, if you had two guys on two decks they could totally leap across to the opposite deck, slashing at each other mid-flight and then turn and shoot at each other the moment after they land. Thats a thing that can happen.
Fashion hang glider.If within turning range, dakka. If not, pistolsnipe him.
Leaping to one thats adjacent is already kind of Rule of Cool, leaping any farther isn't gonna happen. Least not till we get the steam jet packs or Spring-heeled Jack boots in... But yeah, if you had two guys on two decks they could totally leap across to the opposite deck, slashing at each other mid-flight and then turn and shoot at each other the moment after they land. Thats a thing that can happen.That reminds me of something... of something... of something... Oh yes! Minecarts!
You can jump two, three tiles. Maybe more. Just give it a shot.Which team are you on, again?BLU.
...You can jump two, three tiles. Maybe more. Just give it a shot.Which team are you on, again?BLU.
Rule Of Cool. (Also RTD Physics)Leaping to one thats adjacent is already kind of Rule of Cool, leaping any farther isn't gonna happen. Least not till we get the steam jet packs or Spring-heeled Jack boots in... But yeah, if you had two guys on two decks they could totally leap across to the opposite deck, slashing at each other mid-flight and then turn and shoot at each other the moment after they land. Thats a thing that can happen.
It was less of me worrying that you would fool Dansmithers, and more of me worrying whether you had at all read the previous page.Not only had I, I had guessed the answer last night.
And it also might have deluded somebody three months from now, who would be looking to join in and was skimming the threads. And then we'd have to explain to him that it was a joke. From three months ago. That we have all but forgotten about.That seems an improbable situation for several reasons, such as "who would rely on this information," "this might well be addressed better in the new system," and "the GM told us the real answer already".
BTW, is several teams (or several ships per two teams) a possibility for the future game? I'd definitely like to see that.Indeed. I'm considering starting something like that.
Larger teams, more ships?Possible. 5 vs 5 crew, one on one ship will probably be the standard, however once everything is worked out I'll probably create the templates for larger ships that will hold larger crews, as well as multi-ship battles. Also possible are battles with only 5 people on each side but with NPC ships to fill out the ranks. I'm Cautious of including too many active players, just so I don't get overwhelmed by having to track 30 people over the maps.
A rough Idea of the finished game
What I'd like to see:
- a greater diversity of roles beyond piloting, shooting and boarding. For example, some sort of single-person 'fighter' boats that separate from the main ship and harass the enemy.
- a sort of crafting system for the engineers - they take resources (both material and magical) from the supply hold and create situational improvements, such as anti-boarding spikes, improved sights for the pistols or whatever they decide to.
- a wind and sails system (sails can be put in one of the four directions - parallel to the ship length, perpendicular and two diagonals) and depending on their position they transfer a different portion of the wind speed to the ship (so if a sail is perpendicular to wind, it pushes the ship additional two tiles in the corresponding direction, if it's at 45 degrees, one tile, if it's parallel or folded, no effect).
- a limit on weapon range and/or a penalty to the roll depending on the speed of both ships (because it's harder to shoot a moving target, and doubly harder to shoot a moving target from a moving ship).
- more skills, several of which affect different aspects of the same occupation. For example, a separate ballistics skill that reduces the above moving penalty, aiming skill that generally improves accuracy and maybe some magic to steer the cannonball while in flight.
- more personalization. That means perks (bonuses to rolls in specific conditions, optionally with tradeoffs (example: mathematician: when firing cannons, improves accuracy, but lowers firing rate)), equipment, wounds and so on.
- more different weapons. Floating mine balloons, slow-moving torpedoes, sniping rifles, fireballs, what have you.
- optionally, fog: crew can only see, let's say, five tiles away. To see any further, you need a separate mechanism that fires laser beams and detects what they reflect off. However, turning it is slow and the enemies can see where the laser came from and calculate the position. Also floating debris that may cause a false positive.
-I've thought about wind and sails and...well they don't make sense in the world. Sails make more sense for balloon like craft. I mean, the ships are already hovering for god sake, I would hope that they could scrape together a propeller. Wind might play a roll for some things, but not sails.But can't you modify the way the world works a liiittle bit to add a bit of depth to the navigation? So that, for example, lodestones serve to actually hover the ship (destroying one means less stability and lower attitude (thus more difficult aiming rolls and easier shots by the enemy), destroying two is a crash), engines propel it (or turn, if they're situated at correct angles to the hull) and the sails turn?
That would require strong winds for the sails to act as a propelling system and not a braking system.And god help you if you end up against the wind. Enjoy tacking for 12 turns to get anywhere.
I hear Kickstarter is great for stuff like that.It is, though I wonder how much I could really ask; and how many people would actually put money towards it. And exactly what I would give as incentives/rewards for different amounts of donations.
The Perplexicon book would also need to include advice on generating your own words and what new words could be.Yeah, so basically:
They're within dakka range! Commence dakka![T6 R12 S6]
((Yay for effective medicine.))You hand 3 moltovs to Sloan, and then head up to the deck and set 3 next to Joe, who seems too preoccupied with shooting to take them from you. Then you make your way up to the cockpit and give three to Pilate before taking up a spot in the corner; away from the window.
Any change for a switch from squares to measurements? Or hexes?
Also, I think it would be better if we did not know what the other team was doing, only what their ship was doing. You know, keep the tactics secret, create a suspense of what is really happening on their ship. Maybe have each side their own secret topic, and only post the things known to everyone here? And then when the battle is done we could reveal these secret topics.
Red: Vlad
Also, GreatWyrm, we really should continue turning while keeping our speed at two. They won't be able to shoot us, and we'll not be giving up our positioning advantage. I also seem to be bad at explaining to him my ideas. Can somebody (Remuthra?) rephrase it better maybe?
Finish handing out molotovs. Then hide on the Upper Desk. Help Pilate with the controls if he needs it
Cheat SheetSpoiler (click to show/hide)
Red - Danath
Hide somewhere nice and safe until the cannons need to be loaded again.
Hm. This stuff is hard when I don't have any idea what the opponent is doing.[T2. R9. S6]
Maintain speed 2 and turning right, preparing to bail down the ladder if they shoot at me.
How about someone help me finish loading? Gotta be ready for broadsides and all that. Remember- their right side is weaker.[R2. S1]
Toastarrr: Keep on loading standard shells. Take a shot if it presents itself.
"Arrr, these be heavy, cap'n!"
Steven, Blue[R4 S2]
Scream "TURN LEYFT" while reloading the canon
Fashion hang glider.You slide down the cockpit ladder, intent on crossing the deck and heading down to the supply room to get the parts necessary to build a hang glider. Unfortunately this proves impossible, or at least unwise, seeing as someone is machine gunning the goddamn deck right now. You suppose you could make a run for it, but that seems rather dangerous.
Stay just outside engineering to prevent issues with the heat and my burnable flesh, but if I hear things breaking, go back inside.You stand around, waiting for something to break. And for your chance to say "I'm giving it all she's got."
Aww, no fourth-wall-breaking minmaxing. I am disappoint.[t2 R4 S2]
Vowel: demote this sack of uselessless straight down the stairs and tell him to get to work. Also turn left aka west and slow down to 2.
Everyone loves procedural generation!I may write up a preplexicon manual and explanation. Host it somewheres. Maybe throw up a donate link for the heck of it.
I must agree that it'd be much harder to run the game if I hadn't at least thoroughly read the thread- playing it pretty much from start to finish helped quite a bit as well.
The drinking thing is the announcer. I don't even drink. I survive via absorption of magnetic fields.((Thank god. You had me worried for a moment.))
Dariush: Turn us left and slow us to speed 1. We'll get some shots off (At the front, but it's still a shot.)Shush, I know what I'm doing.
Wait, so if we turn left and accelerate, does it mean we will end up in I9, or E12? And I've forgotten which one of our sides is damaged. The one in the upper right of the square, or the lower left of our square? Sorry, but I am really bad at this.I know nobody answered my question and the blue have already posted their action, but we should be aiming for E12. Or not? Probably even if it puts us damaged side towards the enemy.
This is why having us make the piloting actions secret probably makes sense.I agree completely.
But here's a question: Are there any disadvantages to standing completely still, and slowly rotating your cannons to face the enemy?
But here's a question: Are there any disadvantages to standing completely still, and slowly rotating your cannons to face the enemy?Oooh, let's have airstrikes that hit a specified tile let's say two turns from now.
Keep up the suppression. Try to see if I can strafe the deck. Focus on the enemy gunner.[T3. R12. S9]
You attempt to back seat drive with Pilate, who shoos you away.The drinking thing is the announcer. I don't even drink. I survive via absorption of magnetic fields.((Thank god. You had me worried for a moment.))
Red, Vlad
Wait, so if we turn left and accelerate, does it mean we will end up in I9, or E12? And I've forgotten which one of our sides is damaged. The one in the upper right of the square, or the lower left of our square? Sorry, but I am really bad at this.
Since Pilate is doing two piloting actions this turn, help him. Then go back into hiding.Drink something. Oh wait. Don't drink my molotov! God damn it. It's too late now.
Update: If there's something I can repair as an engineer, do that.
Cheat SheetsSpoiler (click to show/hide)
To below: Example? I remember reading that loadstones took the entire turn. Also, since I don't have much to do, there is really no reason for us to increase the chances of us failing to pilot this.
Red - DanathYou can feel the ship shake as shells strike it, but none of your cannons fire back. You hold your position, nursing your leg.
Continue to hide, ready to spring into action if necessary.
((The liver thing was the announcer, right?))[T2. R9. S2]
Turn left and accelerate. Again, abandon the post if they soot.
Dariush: Turn us left and slow us to speed 1. We'll get some shots off (At the front, but it's still a shot.)There are only two loaded cannons, so you take one and Steven takes the other. You aim at the cockpit, aiming for the windshield at a 45 degree angle.
Anyone: Load up that port (left) cannon!
Me: Toastarrr: Fire the cannons at the ship! Shoot at the cockpit till it's hit, then aim for the MGs/MGers on deck
Steven,BlueYou take the other left cannon and take aim at the center right machine gun of the other craft.
If possible shoot at enemy machine gunner with a cannon, if not, move to a machinegun with the ability to spray them, and return suppressive fire.
ENGAGE MATRIX MODE!You run out onto the deck, sprinting for the stairs down.
You turn the ship west and smile as you feel the shudder of her cannons fire. The news of their successful hits is tinged with regret as you watch Gentlemane fall in a burst of red mist.Dariush: Turn us left and slow us to speed 1. We'll get some shots off (At the front, but it's still a shot.)Shush, I know what I'm doing.
Vowel: turn left (SW), keep speed.
"If you blue... uh... blueberrylubbers don't hit with at least one shot, I'll LOAD THE CANNONS WITH YOUR BODYPARTS. This applies specifically to Damien, whose bodyparts I'll load while he's still alive. And the bodyparts are still attached. Get moving, is what I'm saying. And aim at the cockpit and its nice glass wall. And man the machineguns while you're at it."
Thats basically what mortars are. Fire them at a specific tile and they fall there on the next turn. They have great range but require a good degree of predictive work to use.But here's a question: Are there any disadvantages to standing completely still, and slowly rotating your cannons to face the enemy?Oooh, let's have airstrikes that hit a specified tile let's say two turns from now.
Good trade. Maybe?Right now, I'd basically just shift you all over to the center of the map; keeping your relative positions. Later, when this is real, they'll probably hit something and either scrape against it or just slam to a stop.
Dariush, they'll be at B-15 next turn since they can'tmovesteer, so move accordingly. Remember to PM your teammates if you PM in the movement (much less important now since they're totally boned, what with being unable to steer.)
I say we turn in behind them and totally MG strafe everything they know and love.
Piecewise: What happens if someone tries to go off the map?
"Alright..."
Try to help man the cannons.
The control part?"Alright..."which part should we fire at?
Try to help man the cannons.
Place one of my hands over Pilate's mouth, and cut his throat. Drink his blood, and let it invigorate me. Then take his Saber and pistol.What the heck?
You're dead? I'm giving you a mercy killing before you start to scream and be anoying.Place one of my hands over Pilate's mouth, and cut his throat. Drink his blood, and let it invigorate me. Then take his Saber and pistol.What the heck?
You're dead? I'm giving you a mercy killing before you start to scream and be anoying.Place one of my hands over Pilate's mouth, and cut his throat. Drink his blood, and let it invigorate me. Then take his Saber and pistol.What the heck?
To Piecewise: That's where I ended up my last turn? Huh. Okay, I'll try to remember that in the future.
You hand 3 moltovs to Sloan, and then head up to the deck and set 3 next to Joe, who seems too preoccupied with shooting to take them from you. Then you make your way up to the cockpit and give three to Pilate before taking up a spot in the corner; away from the window.
And yes, I have misspelled "Deck" as "Desk". But I believe that's still the machine gun level.Red: VladYou hand 3 moltovs to Sloan, and then head up to the deck and set 3 next to Joe, who seems too preoccupied with shooting to take them from you. Then you make your way up to the cockpit and give three to Pilate before taking up a spot in the corner; away from the window.
Finish handing out molotovs. Then hide on the Upper Desk. Help Pilate with the controls if he needs it
((Since you double-checked, I also did so.))And yes, I have misspelled "Deck" as "Desk". But I believe that's still the machine gun level.Red: VladYou hand 3 moltovs to Sloan, and then head up to the deck and set 3 next to Joe, who seems too preoccupied with shooting to take them from you. Then you make your way up to the cockpit and give three to Pilate before taking up a spot in the corner; away from the window.
Finish handing out molotovs. Then hide on the Upper Desk. Help Pilate with the controls if he needs it
I can run with it, sure, no probs here. But then it's still labeled incorrectly: https://www.dropbox.com/sh/crkwpy8ncr964nc/OXOj85jZV2#f:Main%20deck%20above%20view.pngHmm. Image is called "Main deck above view" but the deck itself is labelled upper. Hmm. Well, whatever, lets call it Main deck and the upper most one the cockpit.
Will the next test be with the modular design?Yep. I should have everything ready by the time one of you dies. Won't have all the stuff for the final game ready, but I'll have enough to let you start building ships.
Right now, I'd basically just shift you all over to the center of the map; keeping your relative positions. Later, when this is real, they'll probably hit something and either scrape against it or just slam to a stop.I think we should keep relocating even in the 'real' game. Looks more realistic this way.
Unless we have realistic reasons to have map limitations. Maybe not always square ones.Right now, I'd basically just shift you all over to the center of the map; keeping your relative positions. Later, when this is real, they'll probably hit something and either scrape against it or just slam to a stop.I think we should keep relocating even in the 'real' game. Looks more realistic this way.
Skybooth - Cael the Commentator((I've got it!
"Despite losing their resident McGyver wannabe, Blue Team is still the one which has actual chances of winning. Red has to pray for a miracle - or more realistically, for a case of mass retardation to spread amidst Blue."
Skybooth - Cael the Commentator((I've got it!
"Despite losing their resident McGyver wannabe, Blue Team is still the one which has actual chances of winning. Red has to pray for a miracle - or more realistically, for a case of mass retardation to spread amidst Blue."
We need to hijack their ship, crash it, and then get back to our own ship! BRILLIANT!))
Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.Skybooth - Cael the Commentator((I've got it!
"Despite losing their resident McGyver wannabe, Blue Team is still the one which has actual chances of winning. Red has to pray for a miracle - or more realistically, for a case of mass retardation to spread amidst Blue."
We need to hijack their ship, crash it, and then get back to our own ship! BRILLIANT!))
Fire cannons.Idiot defense activated! Remote contol mode activated: Do not fire the cannons if the other ship's not in line of fire.
Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.One Molotov in hand, another clenched in teeth and the third held between the thighs. DO IT.
Well, we don't exactly have any speech or willpower stats yet, and if I'm doing something like this, I want to accomplish it fairly. Using Int just feels like going too far. So no, maybe in another game. Besides, I like my current action too, so I am loth to change it.Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.One Molotov in hand, another clenched in teeth and the third held between the thighs. DO IT.
Er, I was actually suggesting that course of action to GWG. It's not like he is going to be of any use to you, being maimed for life and suffering from severe blood loss. At least this way he'll go out in style and will be guaranteed to not inflict any harm on our team.Well, we don't exactly have any speech or willpower stats yet, and if I'm doing something like this, I want to accomplish it fairly. Using Int just feels like going too far. So no, maybe in another game. Besides, I like my current action too, so I am loth to change it.Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.One Molotov in hand, another clenched in teeth and the third held between the thighs. DO IT.
Er, I was actually suggesting that course of action to GWG. It's not like he is going to be of any use to you, being maimed for life and suffering from severe blood loss. At least this way he'll go out in style and will be guaranteed to not inflict any harm on our team.Well, we don't exactly have any speech or willpower stats yet, and if I'm doing something like this, I want to accomplish it fairly. Using Int just feels like going too far. So no, maybe in another game. Besides, I like my current action too, so I am loth to change it.Actually, if I had several ranks in speech, I wouldn't kill you. I'd convince you to board the other ship and be a suicide bomber with all the molotovs. It'd be great! I have this mental image on a one-armed man with a molotov in hand getting on board.One Molotov in hand, another clenched in teeth and the third held between the thighs. DO IT.
You could always toss him in a cannon.theyd have to pray for some jesus level rolls for the shot, flying, trajectory,landing, and hope he doesnt pass out.
You say that like it's a problem.Didst you really think I'd fall for your trap, you swine?! We shall not succumb to your trickery, you random enemy whom I never met and whose name I never knew and don't remember! You think you can defeat me by whispering those lies from across half-a-kilometer of airspace that I can't really hear you from anyway?! No! No! And Triple No!!!
Can too.Somebody give this man a shot to the head.
If he agrees and roleplays it, I'll change the action.Roleplay convincing me to do it.
Can too.Somebody give this man a shot to the head.
Nope. The suicide bomber thing was just a cool alternative to me doing what I am doing now. As I've said before, I've already chosen my action, and I'd prefer to stick with it. If you don't want the alternative, I'll just carry on.If he agrees and roleplays it, I'll change the action.Roleplay convincing me to do it.
...And come up with a way that won't involve me falling for several turns before exploding on the ground far below.
Oh, and a pistol would be nice.
That's your job.Can too.Somebody give this man a shot to the head.
I'm working on it.That's your job.Can too.Somebody give this man a shot to the head.
I'm not sure if you've noticed, but I'm not agreeing with your current course of action.And your point is? I don't have to do what you want me to do. Ultimately, we're different people roleplaying different characters. I don't feel like I'm doing anything wrong in that department. (Besides, it's not like Pilate's a year-old character with an interesting personality and I'm killing off a significant investment on your part.) And if Pilate really doesn't want to get killed:
I'm not sure if you've noticed, but I'm not agreeing with your current course of action.And your point is? I don't have to do what you want me to do. Ultimately, we're different people roleplaying different characters. I don't feel like I'm doing anything wrong in that department. (Besides, it's not like Pilate's a year-old character with an interesting personality and I'm killing off a significant investment on your part.) And if Pilate really doesn't want to get killed:
You can choose to resist me. (Good luck on that). OR
You can try to roleplay yourself out of it. (Something that has a far better chance of succeeding.)
If you really don't like what I'm doing, I don't get why you're doing neither of these things. Unless it's all OOC.
Althought I really don't know what you'd expect to happen even if I left you alone.
Check my action. (I thought I edited it after you posted the trying-to-kill-me bit, but I didn't, so I edited it in earlier today.)Your Action still says to man the cannons. I have no idea what you're talking about.
I'd expect my contributions to be greater as a living person than someone who is a corpse.
And I'd roleplay you trying to kill me, except I'm trying to convince you not to try and kill me, and it would be extremely weird to roleplay my trying to talk you out of trying to kill you if I wasn't, so I'm not going to try until I'm certain I can't convince you that killing an ally for no reason is a stupid idea.
Ninja'd.
((Who else thinks we may be screwed?))
"What's...they het the cntrols...huh. Why isn't my hand grabbing stuff?"
Head down the ladder and see if I can help somewhere. Avoid getting killed by a traitorous idiot.
Ummm... Yes? Character and player separation, dude? You can praise me or you can curse me, but if your character doesn't open his lips, it's outside the game. Vlad didn't know you were bitching. Pilate didn't know you were bitching. I suppose we just have different standards of playing?
Pilots, get down to the lodestones! There's more than one way to turn a ship!You switch guns, but the blue ship breaks off, and your ship continues it's turn. Your target escapes your aim.
Man the rightmost gun; fill the enemy cockpit with bullet holes.
((Okay, this is official. I do not understand how time works here, because this is the second time I have posted an action that led me to being shot at. I thought helping Pilate, especially if he didn't need it, would take maybe half-a-square of movement. But we were hit 2.5 out of three squares in, and I still managed to be there. :())Pilate seems alive, for the moment, so you climb back up the ladder and look at the console. It's toast; smashed to shrapnel. But...but you might be able to pilot the ship by directly manipulating the lodestones. You'd need someone down next to the engine to manipulate speed, but you could at least control the turning.
"Pilate's in shock! Their shots hit the cockpit square on! I'll be taking over piloting now. With the way we are going, we are either going to be in range with the cannons very soon, or we will ram them. Sloan, get to the cannons. Danath, see if you can help him. Don't try to board yet, you need Dex for that."
He the leans over to the Pilate and whispers. "I know you don't understand it yet pal, but you're pretty much dead. I've got cuts of my own to take care of, and without an arm or care... you don't stand a chance. Trust me, I'm doing you favor. Goodbuy."
If Pilate is able to stand up without problems and even walk on his own, abandon the next action. If he's not, place one of my hands over Pilate's mouth. If he's able to resist even semi-effectively, abandon the next course of action. If he's not, cut his throat. Drink his blood, and let it invigorate me. Then take his Saber and pistol. (This, is an example of am action, that in my opinion, should not take a lot of time compared to the next one.)
Once I'm done with Pilate one way or another, get up once again, ignoring my own cuts, and see if I can repair or otherwise make function the controlls. Either by controlling the ship directly from the wiring, or maybe Vlad has knowledge that allows him just to go to the upper engine housing and load stones and controll the ship from there. (or maybe even an the hover core and engine itself.)
PS: Try not to get in the way of bullets.
Fire cannons.
Red - Danath
Well, there are two things we need to do here. we need to try and fix the controls, and we need to MAN THE GODDAMN CANNONS!
Continue to be useless baggage. If the enemy ship gets close enough, attempt to board.
((Who else thinks we may be screwed?))
"What's...they het the cntrols...huh. Why isn't my hand grabbing stuff?"
Head down the ladder and see if I can help somewhere, possibly the cannons. Avoid getting killed by a traitorous idiot, violently if need be.
Modularrrr design.Welp, can't get a shot, so lets load us some cannons. Or at least try.
Ah hah harrr! Ye landlubbers don't stand a chance!
Toastarrr: Wait for the left hand cannons to be loaded, then shoot out their engines. If no one is loading cannons, do so myself, while cursing them for missing an opportunity.
Steven,BlueYou run up to the main deck and take up a place at the left, forward machine gun. You can't get a shot with a cannon or a machine gun though. Oh well.
Change to the loaded canon, and attempt to hit the machinegunner on the deck. Then think "Why am I so good at shooting cannons? I don't even know how I got here!"
If there is no loaded cannon, switch to a machinegun and strafe their deck, tryign to hit that pesky machinegunner.
Go help load the cannons.[R5 S4]
I'm assuming that the PM I got was the directions. In the future, make sure that the directions are obvious and that you post an action in the tread to quote.Right now, I'd basically just shift you all over to the center of the map; keeping your relative positions. Later, when this is real, they'll probably hit something and either scrape against it or just slam to a stop.I think we should keep relocating even in the 'real' game. Looks more realistic this way.
((Wait, we continued turning? I don't think anyone predicted that. Also, which one of our goddamn sides is the damaged one? Because I know I can't pilot a ship when I don't even know that.
"Without those controls, the Red ship is gonna stay on it's last heading, turning left at speed 3. Unless red manages to do something, they're literally going to be going in circles. "
((Wait, we continued turning? I don't think anyone predicted that. Also, which one of our goddamn sides is the damaged one? Because I know I can't pilot a ship when I don't even know that.Check the red folder. It has your ship schematics in there. The damage is: the right side first cannon, the right side armor on the cockpit, the loss of the cockpit window and controls, the loss of the forward, right machine gun.
Also, surprised that Pilate was just able to shrug it off. But, meh.))
Gonna be pm'ing piloting actions. As soon as I figure out the answer to the question above.
I know our damage. I just don't know where it is in relation to the sides facing enemy.((Wait, we continued turning? I don't think anyone predicted that. Also, which one of our goddamn sides is the damaged one? Because I know I can't pilot a ship when I don't even know that.Check the red folder. It has your ship schematics in there. The damage is: the right side first cannon, the right side armor on the cockpit, the loss of the cockpit window and controls, the loss of the forward, right machine gun.
Also, surprised that Pilate was just able to shrug it off. But, meh.))
Gonna be pm'ing piloting actions. As soon as I figure out the answer to the question above.
Any slots left? :DFor the next test, sure. I'm gonna have to find a way to make sign ups for that fair...Maybe a lotto.
...Why not simply use a three-ship free-for-all if too many people sign up?Piloting action is t1 because you only performed one action. T1 for changing direction, T2 for changing direction and speed. (I'm aware this hasn't been enforced very well.)
Also, why didn't we get a shot? By my calculations, we should have gotten one when we turned (because they were quite obviously between the lines of fire we could have gotten before and after turning).I DEMAND JUSTICESpoiler (click to show/hide)
Also x2, why did T2 for normal piloting actions suddenly change to T1?
Vowel: pound the control panel in a rage against the heavens.
And honestly, stop demanding justice, because there's a bunch of things that happened that I can too demand justice for.YOUR MISINTERPRETATION OF ALL CAPS THAT WAS INTENDED TO LOOK HUMOROUSLY OVERBLOWN AS ACTUALLY OVERBLOWN HAS BEEN NOTED
But isn't the final result almost identical to what would happen if you only calculated the sweep before turning? I don't really care which of the two schemes is used (since the difference between them is negligible), but I'd really like to see one used. Having the ship magically teleport from facing southwest to facing west without ever facing anything in between seriously damages realism.Spoiler (click to show/hide)
Your misunterpretation of my interpretation of your humor, of which you gave no indication of, and which would look exactly the same if it was not humor, but which I still interpreted correctly and decided to give a serious answer to because I actually found your point whether humorous or not to be interesting, was noted.And honestly, stop demanding justice, because there's a bunch of things that happened that I can too demand justice for.YOUR MISINTERPRETATION OF ALL CAPS THAT WAS INTENDED TO LOOK HUMOROUSLY OVERBLOWN AS ACTUALLY OVERBLOWN HAS BEEN NOTED
But isn't the final result almost identical to what would happen if you only calculated the sweep before turning? I don't really care which of the two schemes is used (since the difference between them is negligible), but I'd really like to see one used. Having the ship magically teleport from facing southwest to facing west without ever facing anything in between seriously damages realism.Either that, or what we have now. The reason I'm okay with what we have now, is that I imagine it would be really difficult to aim cannons as the ship is rapidly turning. You kind of want to have some stable view as you aim.
Also, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.Yes, he already answered it. It's because measuring everything is more difficult and time-consuming than grid space.
Out of curiosity, is there any reason for squares over hexes besides "It's easier to draw"? (That's a perfectly acceptable answer, mind you.)3-D space, mostly. Hexes are a bit harder in 3-D than 2-D. Also because this started as a completely random inspiration, and wasn't planned out very well (note: "very well" is relative) in advance.
The reason I'm okay with what we have now, is that I imagine it would be really difficult to aim cannons as the ship is rapidly turning. You kind of want to have some stable view as you aim.Huh. I was under the impression that we were more or less constantly turning (except when going in straight lines, obviously) and that going in straight lines in between turns on two consecutive turns was merely an abstraction.
But there's only one distance to be measured (the distance between ships). Everything else (such as moving distance) can be used merely by drawing a sector in front of the ship to indicate how far it is possible to move and turn.QuoteAlso, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.Yes, he already answered it. It's because measuring everything is more difficult and time-consuming than grid space.
It's an abstraction, but that doesn't change the fact that we turn and then move straight. If it makes any sense, I take it as an abstraction on one level, but a reality on another. ... To put in another way, it is conceptually an alternative to constant turning, but the game rules don't treat it that way in any way, shape, or form, except for the part where our ship continued turning after having the controls busted.The reason I'm okay with what we have now, is that I imagine it would be really difficult to aim cannons as the ship is rapidly turning. You kind of want to have some stable view as you aim.Huh. I was under the impression that we were more or less constantly turning (except when going in straight lines, obviously) and that going in straight lines in between turns on two consecutive turns was merely an abstraction.
Actually, there's also the machine gun arcs which will have to be measured. The gun and cannons ranges, and how their difficulty increases with range. It gets even more interesting with obstacles, when they are added into the game. And god save you from having to determine if a cloud/smoke/special effect covers only half of a ship. So if Piecewise says it's too much for him, I an taking his word.But there's only one distance to be measured (the distance between ships). Everything else (such as moving distance) can be used merely by drawing a sector in front of the ship to indicate how far it is possible to move and turn.QuoteAlso, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.Yes, he already answered it. It's because measuring everything is more difficult and time-consuming than grid space.
The game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.It's an abstraction, but that doesn't change the fact that we turn and then move straight. If it makes any sense, I take it as an abstraction on one level, but a reality on another. ... To put in another way, it is conceptually an alternative to constant turning, but the game rules don't treat it that way in any way, shape, or form, except for the part where our ship continued turning after having the controls busted.The reason I'm okay with what we have now, is that I imagine it would be really difficult to aim cannons as the ship is rapidly turning. You kind of want to have some stable view as you aim.Huh. I was under the impression that we were more or less constantly turning (except when going in straight lines, obviously) and that going in straight lines in between turns on two consecutive turns was merely an abstraction.
The ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.Actually, there's also the machine gun arcs which will have to be measured. The gun and cannons ranges, and how their difficulty increases with range. It gets even more interesting with obstacles, when they are added into the game. And god save you from having to determine if a cloud/smoke/special effect covers only half of a ship. So if Piecewise says it's too much for him, I an taking his word.But there's only one distance to be measured (the distance between ships). Everything else (such as moving distance) can be used merely by drawing a sector in front of the ship to indicate how far it is possible to move and turn.QuoteAlso, have you thought about scrapping the grid entirely and just placing ships on a plain board, with two separate values for linear and turning speed? That should get rid of any physics inconsistencies.Yes, he already answered it. It's because measuring everything is more difficult and time-consuming than grid space.
The game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.Doesn't change the way it feels. Currently it feels very separated. And when you have rules contradict the feel of the game, without changing the reason for why it feels that way, immersion suffers.
The ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.You forgot the difficulty increase as the range does and the special effects and the obstacles.
For the record, the instant turns are (semi?-)justified by the Lodestones. I can believe that they could turn nearly instantly, or rather close enough to prevent aiming of cannons during a turn. It makes as much sense as anything else that lets us turn that fast.You forget about inertia.
Wait, weren't you advocating for a square grid just now?QuoteThe game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.Doesn't change the way it feels. Currently it feels very separated. And when you have rules contradict the feel of the game, without changing the reason for why it feels that way, immersion suffers.
I still entirely fail to see the problem. More range = larger sector. Obstacles = ...uh, it's easier to draw.QuoteThe ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.You forgot the difficulty increase as the range does and the special effects and the obstacles.
Okay, I'm done here with this particular problem. I'll let Piecewise answer.I still entirely fail to see the problem. More range = larger sector. Obstacles = ...uh, it's easier to draw.QuoteThe ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.You forgot the difficulty increase as the range does and the special effects and the obstacles.So what is the problem?Spoiler (click to show/hide)
Hexes to be precise, but yes. I am advocating for them. I just want the rules to be consistent with the feel of the game.Wait, weren't you advocating for a square grid just now?QuoteThe game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.Doesn't change the way it feels. Currently it feels very separated. And when you have rules contradict the feel of the game, without changing the reason for why it feels that way, immersion suffers.
For the record, the instant turns are (semi?-)justified by the Lodestones. I can believe that they could turn nearly instantly, or rather close enough to prevent aiming of cannons during a turn. It makes as much sense as anything else that lets us turn that fast.You forget about inertia.Wait, weren't you advocating for a square grid just now?QuoteThe game rules are an abstraction. They also don't implement, for example, us having internal organs, but that doesn't mean we don't have them.Doesn't change the way it feels. Currently it feels very separated. And when you have rules contradict the feel of the game, without changing the reason for why it feels that way, immersion suffers.I still entirely fail to see the problem. More range = larger sector. Obstacles = ...uh, it's easier to draw.QuoteThe ranges would be indicated either by sectors (for MGs) or by straight lines (for cannons). Is the enemy ship inside this sector? If yes, it can be fired upon. Pretty easy, if you ask me.You forgot the difficulty increase as the range does and the special effects and the obstacles.So what is the problem?Spoiler (click to show/hide)
And thearpox, would you mind showing me what you want movement and shooting to look like on a hex grid? Because Moving north in a straight line seems like a problem.Fair enough. I just want somebody moving North to be moving North faster than somebody moving NorthWest. That's my main problem with the square grid. Do you have any ideas on how to fix it?
Octagons? Magically ignore the empty squares and just move through the big ones?Equivalent to squares with diagonals allowed.
https://www.google.com/search?aq=f&sugexp=chrome,mod%3D0&q=octagons&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=I4XxUb__Jojo8gSeh4GIAw&biw=1280&bih=923&sei=JYXxUb2fM5OE9QTexYDIDA#um=1&hl=en&tbm=isch&sa=1&q=octagons+grid&oq=octagons+grid&gs_l=img.3...6544.12414.0.12620.9.7.2.0.0.0.230.873.2j4j1.7.0....0...1c.1.22.img..5.4.362.inZDKZPE2F4&bav=on.2,or.r_cp.r_qf.&bvm=bv.49784469%2Cd.eWU%2Cpv.xjs.s.en_US.MpiVkF51mpA.O&fp=53a021071fbac8c0&biw=1280&bih=923&facrc=_&imgdii=_&imgrc=fWzgElg0TJCI2M%3A%3BZrCk3F5Wb8_y9M%3Bhttp%253A%252F%252Fforum.profantasy.com%252Fextensions%252FInlineImages%252Fimage.php%253FAttachmentID%253D2376%3Bhttp%253A%252F%252Fforum.profantasy.com%252Fcomments.php%253FDiscussionID%253D3490%3B400%3B297
The reason I'm including a full url for this, is just because of how hilariously and needlessly long it is. Obviously it's not supposed to be copied.
The next link over is to a page with the totally apt title "Making Wargames More Complicated." (http://www.quadibloc.com/other/bo02.htm)Amusing.
Equivalent to squares with diagonals allowed.Except that the diagonals actually have you moving less, and someone going in a straight line can catch up to someone going diagonally. That's all I want.
The next link over is to a page with the totally apt title "Making Wargames More Complicated." (http://www.quadibloc.com/other/bo02.htm)I love the part when he makes map with different square rules, combining hexagons and octagons, to make the inconsistencies cancel each other out.
That dude has put way too much thought into board game design. Some bits of that are thick as molasses. I'm sure he's pretty smart, but it's hard to tell.((Hey, if he run a forum campaign for me, I'd jump in. As long as he bore the brunt of the explanation. (Did you actually read his stuff?)
EDIT: Here is his 3D gamespace idea. (http://www.quadibloc.com/other/bo0204.htm)
Common solution: Diagonals cost double.QuoteEquivalent to squares with diagonals allowed.Except that the diagonals actually have you moving less, and someone going in a straight line can catch up to someone going diagonally. That's all I want.
And I like octagons better than forcing the ships to turn....Better than what?
Indeed.The next link over is to a page with the totally apt title "Making Wargames More Complicated." (http://www.quadibloc.com/other/bo02.htm)I love the part when he makes map with different square rules, combining hexagons and octagons, to make the inconsistencies cancel each other out.
That dude has put way too much thought into board game design. Some bits of that are thick as molasses. I'm sure he's pretty smart, but it's hard to tell.If his stuff is hard to follow and makes sense, it's probably genius.
EDIT: Here is his 3D gamespace idea. (http://www.quadibloc.com/other/bo0204.htm)
That dude has put way too much thought into board game design. Some bits of that are thick as molasses. I'm sure he's pretty smart, but it's hard to tell.((Hey, if he run a forum campaign for me, I'd jump in. As long as he bore the brunt of the explanation. (Did you actually read his stuff?)
EDIT: Here is his 3D gamespace idea. (http://www.quadibloc.com/other/bo0204.htm)
The difference?Oh, so you count the squares as a movement but you can't stop on them...That leads to the problem that all movement values have to be even. If not you're either going to end up on squares, or you're not gonna be able to use all your movement points
Octagonal >> 2 sq NorthEast = 1 sq North, 1 sq East.
What we have now >> 1 sq NorthEast = 1 sq North, 1 sq East.
Also, I loved the combination Octagon-Hex board. Not because it is usable in any way, but because of how hilarious it is. Especially with all the different colors.
And how is that not a problem for the octagonal thing suggested by whatsitsface? The guy clearly said you weren't to stop on squares.?? You skip the squares. Yes. You don't skip the octagons.
And, as noted, another issue is that it's farther from reality that diagonals being 1.
I seriously don't understand what's so hard to understand here. You skip the squares and you don't count them for movement.The difference?Oh, so you count the squares as a movement but you can't stop on them...That leads to the problem that all movement values have to be even. If not you're either going to end up on squares, or you're not gonna be able to use all your movement points
Octagonal >> 2 sq NorthEast = 1 sq North, 1 sq East.
What we have now >> 1 sq NorthEast = 1 sq North, 1 sq East.
Also, I loved the combination Octagon-Hex board. Not because it is usable in any way, but because of how hilarious it is. Especially with all the different colors.
Hm. Now that I think about it, the octagonal grid does have the same problems as the square one, except that the straight movement paths are basically the diagonals. Actually... maybe give an extra space of movement in diagonals if you're moving two or more spaces?Basically what 3.5 D&D does?
Whats hard to understand is:I seriously don't understand what's so hard to understand here. You skip the squares and you don't count them for movement.The difference?Oh, so you count the squares as a movement but you can't stop on them...That leads to the problem that all movement values have to be even. If not you're either going to end up on squares, or you're not gonna be able to use all your movement points
Octagonal >> 2 sq NorthEast = 1 sq North, 1 sq East.
What we have now >> 1 sq NorthEast = 1 sq North, 1 sq East.
Also, I loved the combination Octagon-Hex board. Not because it is usable in any way, but because of how hilarious it is. Especially with all the different colors.
I'm okay with a sharp arc as the ship turns. I'm okay with what we have now. The problem I have with what you're proposing is that it's hard to see at a glance where the borders are. Even after you clarified it, I am still not sure if their ship would hit ours. Also, the drawing looks awful. I can stomach ships that look like peanuts, but Paint is definitely not prepared to do arcs.It's not the program, it's just me.
I'm trying to be nice, okay?I'm okay with a sharp arc as the ship turns. I'm okay with what we have now. The problem I have with what you're proposing is that it's hard to see at a glance where the borders are. Even after you clarified it, I am still not sure if their ship would hit ours. Also, the drawing looks awful. I can stomach ships that look like peanuts, but Paint is definitely not prepared to do arcs.It's not the program, it's just me.
See if I can't take a machine gun and take it out of the deck mount, so I can shoot from another part of the ship, Halo style.[T4 R1 S0]
No changes to turning. Speed down to two.You yell down instructions to Draco about how to adjust the engines.
Try to treat myself, with the glass shards and all.
Red - DanathYou follow Vlad's instructions to the letter. Too bad his instructions were wrong, eh?
As GWG has wandered away from the engine room, go there myself and get ready to adjust the speed (assuming I don't need any intelligence skill just to do as i'm told)
Cool. Mind if I suggest some sort of "Ship Status" spoiler for when the ships are so different? It could describe the systems, their capabilities, and their damage.
-----
"Ow! ...Huh. My hand's gone. I should probably be concerned about that."
Wait behind the other starboard cannon and fire if the enemy is in sight. Wonder if I could get a reasonably-priced prosthetic arm somewhere.
Toastarrr: Finish cannon loading.[R2 S1]
Steven,Blue[R4 S0]
Use my man strength to load the shit out of some cannons.
Slow down to 1, turn left.[T2 R4 S2]
The next turn won't be much better. And the turn after that. Mayyybe the turn after that, but probably not. If anything, and especially if we're interested in expediently finishing the test, I'd just say to fast-forward the next few turns until one side can potentially get a shot at the other. Probably will have to be done at night, when Daruish comes online.We can just end the test now, give me a bit to get everything ready for the next part and then start that, if you guys want. I think this has helped me work things out pretty well, brought up the issues and such.
Is there anything I can repair? If yes, get busy on that.
https://www.dropbox.com/s/3klmi9auq261zvi/stuff.pngInstructions on how to look at those would be nice, I guess.
List of ship modules so far. Anything missing you can think of?
We can just end the test now, give me a bit to get everything ready for the next part and then start that, if you guys want. I think this has helped me work things out pretty well, brought up the issues and such.I am ambivalent towards this option.
Oh, don't worry there's gonna be instructions and data for everything. I'm just showing off what exists and asking if there's more you want.https://www.dropbox.com/s/3klmi9auq261zvi/stuff.pngInstructions on how to look at those would be nice, I guess.
List of ship modules so far. Anything missing you can think of?
Maybe some kind of ram?QuoteWe can just end the test now, give me a bit to get everything ready for the next part and then start that, if you guys want. I think this has helped me work things out pretty well, brought up the issues and such.I am ambivalent towards this option.
I don't know. I still want us to ram the other side, but if you feel like the test has served it's usefullness, I'm okay with it.
That said, if we don't fast-forward, the next few days can be a little dull.
Oh, don't worry there's gonna be instructions and data for everything. I'm just showing off what exists and asking if there's more you want.Smoke shells? Set fuse, explode in air, can't see anything through a square.
Heres an idea, consider eveything in teh past a ranged test. And auto-ram us together. and begin a melee/CQC test.Oh, don't worry there's gonna be instructions and data for everything. I'm just showing off what exists and asking if there's more you want.https://www.dropbox.com/s/3klmi9auq261zvi/stuff.pngInstructions on how to look at those would be nice, I guess.
List of ship modules so far. Anything missing you can think of?
Maybe some kind of ram?QuoteWe can just end the test now, give me a bit to get everything ready for the next part and then start that, if you guys want. I think this has helped me work things out pretty well, brought up the issues and such.I am ambivalent towards this option.I don't know. I still want us to ram the other side, but if you feel like the test has served it's usefullness, I'm okay with it.
That said, if we don't fast-forward, the next few days can be a little dull.
I can just move both ships close together, on a collision course if everyone is ok with that. I just don't want to jump you two together and then piss off people for doing so.
I could do this:Sounds like fun to me.
Team picks their designated pilot. I roll them against each other, whoever wins is the rammer, and loser is ramme. I put you one turn out from hitting-give everyone time to get ready, grab what they want, etc.- and then we hit and shit goes nuts.
Show of hands?
In the event of ramming, can I be topdeck on the opposite side of the ramming side, to board?Well, right now we're picking pilots. Best roll becomes the rammer. You'll have one turn before you hit to fuck about how you please to get ready.
DaruishARGHBLARGHWhy is it so hard for people to not make mistakes in my name? It's just seven letters, no unpronounceable combinations. WHYYYYY
I could do this:So... we can totally be rammed by a ship with demolished controls? Heeeeeeeeeeell no. Let's just instead simulate boarding.
Team picks their designated pilot. I roll them against each other, whoever wins is the rammer, and loser is ramme. I put you one turn out from hitting-give everyone time to get ready, grab what they want, etc.- and then we hit and shit goes nuts.
Show of hands?
ARGHBLARGHWhy is it so hard for people to not make mistakes in my name? It's just seven letters, no unpronounceable combinations. WHYYYYY"It's because you didn't drink your blood this morning sweetie. You need it to make your aura big and strong. Look at my aura, people almost always get my name right, and mine's seven letters too. Now be a good boy and drink up so you'll make a good last impression on your new playmates today!"
To be fair, I always read your name as "Lengnon", he he he.ARGHBLARGHWhy is it so hard for people to not make mistakes in my name? It's just seven letters, no unpronounceable combinations. WHYYYYY"It's because you didn't drink your blood this morning sweetie. You need it to make your aura big and strong. Look at my aura, people almost always get my name right, and mine's seven letters too. Now be a good boy and drink up so you'll make a good last impression on your new playmates today!"
I don't drink any blood, and despite my name being thirteen letters in length people get it right.ARGHBLARGHWhy is it so hard for people to not make mistakes in my name? It's just seven letters, no unpronounceable combinations. WHYYYYY"It's because you didn't drink your blood this morning sweetie. You need it to make your aura big and strong. Look at my aura, people almost always get my name right, and mine's seven letters too. Now be a good boy and drink up so you'll make a good last impression on your new playmates today!"
DaruishARGHBLARGHWhy is it so hard for people to not make mistakes in my name? It's just seven letters, no unpronounceable combinations. WHYYYYYI could do this:So... we can totally be rammed by a ship with demolished controls? Heeeeeeeeeeell no. Let's just instead simulate boarding.
Team picks their designated pilot. I roll them against each other, whoever wins is the rammer, and loser is ramme. I put you one turn out from hitting-give everyone time to get ready, grab what they want, etc.- and then we hit and shit goes nuts.
Show of hands?
Also, since the need of sleep in no way means I withdraw my argument, regarding gridless space: maybe completely remove 3D and do plain free 2D? How is the third dimension currently used, anyway?
It's not currently used, but an airship game without vertical movement seems kinda...lacking to me.Then why implement it if you have no use for it?
I've never played Warhammer or anything even remotely similar (well, Mark of Chaos on PC doesn't really count :P).We have uses for it in the coming game, underhang guns, bomb bays for fly overs, drop pods, etc. It's just not used now. Also, that sector you made works great...until you need to rotate it at odd angles, Try making a really good sector with everything laid out and then using an image editor to rotate it 15 degrees and watch everything get distorted. Besides, we may not have sectors but we do kind of have movement that, if you plot the possible end points, end up looking a lot like a sector.It's not currently used, but an airship game without vertical movement seems kinda...lacking to me.Then why implement it if you have no use for it?
As for the sectors: the shitty diagram I made took me about 20 seconds in Paint: I drew a circle and then erased the unnecessary part. It could probably be done with an arc, but that was the first time I used Paint in W7 and I didn't want to experiment. I don't see any problem there.
As for the measurements, just make notches down the side of the sectors, with distance between two notches being equal to one 'tile'. It should be visually obvious into which subsector the target falls.
As for the targeting, I envisioned there just being a straight like coming out of the front of the ship and players stating a rough offset in degrees and the direction of the offset. I doubt anyone will want divisions more complex than 'halfway between the center line and the right side of the sector', anyway.
(http://i.imgur.com/WJiE6IR.png)Like that picture.
Also wasn't this originally about making cannon sweeps a thing? Because if you just want to have that sort of "anything that gets within that 45 degree sweep as you first start moving" thing be a thing, thats a lot more doable.
Oh, and Man Cannon.Definitely IN
(http://i.imgur.com/e0XVS9p.png)
It shoots Pods. Pods with a man inside it.
Fill em' with explosive shells. And fuel. And bullets. And HORRIBLE BURNING PAIN!Oh, and Man Cannon.Definitely IN
(http://i.imgur.com/e0XVS9p.png)
It shoots Pods. Pods with a man inside it.
((*goes off to start thinking up of ways to weaponize man cannon pods*))
The man cannon is designed to get boarders onto opponent ships. It's rather expensive to just use it as a standard cannon, considering big cannons with explosive shells are already a thing. They're a thing in 10 different flavors.Exactly. No one will suspect that we will use the specialized man cannon to deliver explosives in lieu of a regular cannon. So they'll rush towards it, expecting to fight whoever pops out, but instead, the pod will violently detonate :D
We have uses for it in the coming game, underhang guns, bomb bays for fly overs, drop pods, etc. It's just not used now.Well, okay. But we don't really need to turn the ship vertically to use any of those things, do we?
Also, that sector you made works great...until you need to rotate it at odd angles, Try making a really good sector with everything laid out and then using an image editor to rotate it 15 degrees and watch everything get distorted.Why not simply redraw it?
Also wasn't this originally about making cannon sweeps a thing? Because if you just want to have that sort of "anything that gets within that 45 degree sweep as you first start moving" thing be a thing, thats a lot more doable.Cannon sweeps are a must. Gridless space is a want. :)
We have uses for it in the coming game, underhang guns, bomb bays for fly overs, drop pods, etc. It's just not used now.Well, okay. But we don't really need to turn the ship vertically to use any of those things, do we?Also, that sector you made works great...until you need to rotate it at odd angles, Try making a really good sector with everything laid out and then using an image editor to rotate it 15 degrees and watch everything get distorted.Why not simply redraw it?Also wasn't this originally about making cannon sweeps a thing? Because if you just want to have that sort of "anything that gets within that 45 degree sweep as you first start moving" thing be a thing, thats a lot more doable.Cannon sweeps are a must. Gridless space is a want. :)
If you are so vehemently pro-grid, maybe at least switch over to hexes? Pleeeease? ^_^
Also, definitely re-in.
Why would you want hexes? Their movement is even sharper and you lose two possible directions. Also makes moving in straight lines more difficult.Because 1) It would make turning a full circle take only six turns and not eight and 2) it gets us rid of the diagonals-on-the-square-grid problem. And it only makes movement more difficult to north and south, but why would that matter?
I wasn't aware there was a problem with diagonals. They seem to function just fine. Whats the problem with them?Why would you want hexes? Their movement is even sharper and you lose two possible directions. Also makes moving in straight lines more difficult.Because 1) It would make turning a full circle take only six turns and not eight and 2) it gets us rid of the diagonals-on-the-square-grid problem. And it only makes movement more difficult to north and south, but why would that matter?
Alternately, if you're dead set on sticking with squares, consider making each tile span two abstract 'units' orthogonally and three units diagonally, with speed being expressed as multiples of six units. Thus, the minimum speed of 6 would allow one to move either two tiles diagonally or three tiles orthogonally, second speed of 12 is four/six and so on. What do you think about this?
I'm pretty sure the issue is that you travel just as far north if you head north-east rather than heading directly north.This. It is the main problem with the square grid.
I'm pretty sure the issue is that you travel just as far north if you head north-east rather than heading directly north.When your top speed is 3 squares, there's rarely a difference.
Personally, I think it's a silly thing to worry about, but if it's really an issue I'd use D&D 3.5e's system: Going diagonal costs 1.5 times as much as going horizontal/vertical, rounded down.
Harpoons sound Fun.Yes, they do.
If the gun gets ripped off, can we hold on to it and climb up to the enemies' deck?If you manage to survive the superhuman feats of holding on as it's ripped out and then climbing up the chain, then yeah, you could. It's not something I would recommend though.
I don't think it's all that superhuman, but it'd be difficult. Climbing up the chain isn't superhuman, certainly. Not letting go depends on how fast the thing rips off; if you cling to it with arms and legs at the back, you should be able to do it, though the tearing apart of walls could give you splinters. Still wouldn't recommend it, especially since you'd be by yourself.If the gun gets ripped off, can we hold on to it and climb up to the enemies' deck?If you manage to survive the superhuman feats of holding on as it's ripped out and then climbing up the chain, then yeah, you could. It's not something I would recommend though.
It getting torn off means that you basically have to have two ships going opposite directions at maximum speed. It would be a bit like trying to hold on to a fridge that accelerates from 0 to 60 because its being pulled by a speeding train. A fridge that is then pulled through a 5 inch thick wooden wall and the metal plating beyond it.I don't think it's all that superhuman, but it'd be difficult. Climbing up the chain isn't superhuman, certainly. Not letting go depends on how fast the thing rips off; if you cling to it with arms and legs at the back, you should be able to do it, though the tearing apart of walls could give you splinters. Still wouldn't recommend it, especially since you'd be by yourself.If the gun gets ripped off, can we hold on to it and climb up to the enemies' deck?If you manage to survive the superhuman feats of holding on as it's ripped out and then climbing up the chain, then yeah, you could. It's not something I would recommend though.
You could simply climb the chain across to their deck.
Well, that's part of my question; is a ship at speed three going 30 mph then?Can't give you a definite speed. Mostly because if I do, I fear people can back calculate the size of the squares and find out they're something stupidly large and people are making cannon shots from 6 miles or something.
Because, also, realistically, it'll jerk and there'll be moment as it the chain goes taut, then stuff starts ripping and tearing, chain goes to one side, and the harpoon gun gets ripped out. And then decelerates quickly, as it falls, and starts swinging like a pendulum(or, depending on the weight, ripping the holder out)
Though, actually, realistically, it would just tear out of their ship completely before the harpoon would come loose, if the people who made it had a semblance of intelligence.
I leave for the day and the next thing I see is a bunch of people saying "In" for the next game, in the absense of any Piecewise's request for signups yet. Why would that happen?Sure, I don't see why not. I'll just have write a rule for that, which is simple enough.
Anyway, I think I'll sit this one out. But I'll still join the actual game, or the third test, if we need it.
Since the harpoons have a potential to be a cheap turning mechanism, what are the possibilities for latching harpoons on to terrain? And then we could detach the chain from the ship once it's served it's purpose.
Would we be able to modify a harpoon to fire the other end separately so that we can tether ships to landforms or other ships?I suppose you could attach the chain from one to the chain of another and fire the second one into a second target, effectively attaching them together.
Sounds Fun. I wonder what the difficulty would be to modify a harpoon gun to be meant to do that by default...In the next test, you're not gonna be able to change the guns like that. Final game, sure, next test, not so much.
*starts mentally sketching plans for a double-barreled harpoon gun*
Ah, did I miss the next game?Nope, it's a lottery. So you can still sign up and hope.
I leave for the day and the next thing I see is a bunch of people saying "In" for the next game, in the absense of any Piecewise's request for signups yet. Why would that happen?
Ie don't pick fucking charisma and speech based things for a test of the combat system.i.e: Part of the reason I'll be skipping it. Playing a Charisma character is simply more involving than "Hit guy with sword," or "Load Cannons, Fire Cannons". No offense to people playing those types of characters. Although being a pilot and having to predict other's actions is always fun.
No matter how retorical a question is, someone will always answer it. Now why would that happen? Now don't you dare fucking answer this, you, who pressed "quote" on this post. The beauty of retorical questions, is that they are best left unanswered.I leave for the day and the next thing I see is a bunch of people saying "In" for the next game, in the absense of any Piecewise's request for signups yet. Why would that happen?
Probably because all of Piecewise's games are Awesome, so any possible chance of getting in one is sufficient reason to post "in".
Ie don't pick fucking charisma and speech based things for a test of the combat system.Is charisma and speech anything like ER's charisma and speech system? You know, where it results in speech vs will rolls.
Pretty much. But trying to talk a guy out of a berserker rage is a bit harder then talking him into getting you a sandwich.Ie don't pick fucking charisma and speech based things for a test of the combat system.Is charisma and speech anything like ER's charisma and speech system? You know, where it results in speech vs will rolls.
You should like that there is literally a category of skills called "Skullduggery"QuoteIe don't pick fucking charisma and speech based things for a test of the combat system.i.e: Part of the reason I'll be skipping it. Playing a Charisma character is simply more involving than "Hit guy with sword," or "Load Cannons, Fire Cannons". No offense to people playing those types of characters. Although being a pilot and having to predict other's actions is always fun.
No matter how retorical a question is, someone will always answer it. Now why would that happen? Now don't you dare fucking answer this, you, who pressed "quote" on this post. The beauty of retorical questions, is that they are best left unanswered.I leave for the day and the next thing I see is a bunch of people saying "In" for the next game, in the absense of any Piecewise's request for signups yet. Why would that happen?
Probably because all of Piecewise's games are Awesome, so any possible chance of getting in one is sufficient reason to post "in".
You should like that there is literally a category of skills called "Skullduggery"Yay! I am very happy to hear this. We'll see how it goes.
No matter how retorical a question is, someone will always answer it. Now why would that happen? Now don't you dare fucking answer this, you, who pressed "quote" on this post. The beauty of retorical questions, is that they are best left unanswered.I leave for the day and the next thing I see is a bunch of people saying "In" for the next game, in the absense of any Piecewise's request for signups yet. Why would that happen?Probably because all of Piecewise's games are Awesome, so any possible chance of getting in one is sufficient reason to post "in".
Has gun skill been split up?Yes it has. Specifically gun skills fall under the ranged category, but the stat they use is dependent on the type of weapon. This way guns are not restricted solely to Dex characters. As it is, Agility gets small guns like pistols and revolvers, Dexterity gets larger guns like rifles, and Strength gets sprayers, like flame throwers.
What stat are my precious deck guns associated with?Your deck guns are actually an entirely different thing. Under the Gunnery umbrella thats used to cover all the ship based weaponry, like cannons, missiles and the like. It's dex based.
Are there high-caliber man-portable anti-materiel rifles? And if so, do they use strength (Because they're heavy) or dexterity (Because they're used as sniper rifles)?Dexterity.
Sorry, I just love playing sniper characters.
So if you used a rocket launcher, it would be strength based, I assume?It's not under ranged. It's actually under explosives. But yeah, it's strength based.
You're just firing it like a gun
Not like it still has more in common with guns than setting up mine fields. Not like firing a rocket launcher requires no actual knowledge of how to make or set up explosives. Not like you're making the shells yourself.QuoteYou're just firing it like a gun
Good luck with that. Not like it has a back-blast so you can't brace it in the same way as a rifle, shotgun, machine gun, revolver, pistol, or carbine. Not like it has a projectile on the end that's larger than the 'barrel'. Not like it fires slower projectiles than most any projectile weapon that uses gunpowder.
Having different guns fall under agility, dexterity, and strength feels really weird. It's a completely artifial distinction, and also locks you into the weapon combinations.
Maybe instead of that have things like "aiming," "eyesight," "steady hands," and "quick reactions"? So heaving a rocket launcher would need a certain Strength (+steady hands), low levels of which would subtract from the aiming skill (Dexterity), etc. And "eyesight" would then be important for firing it at a longer range. And having a low explosives skill could cause the stuff to blow up in the air or in your face. Although I don't understand why a rocket launcher would be under "explosives". It's not dynamite, and you're not really setting a fuse. You're just firing it like a gun.
Sorry if the last paragraph was a bit unclear, kind of hard to create examples without an actual system.
Anyway, or we could just choose 1/2/3 weapons to benefit from our "prefered weapons" skills. And then choose 2 more to benefit from "secondary weapons skills". It may makea little less sense(now that I think about it, it probably actually makes more sense) than having it be directly Str/Dex related, but it will help people avoid being locked in to stuff like Rapier/Pistol combinations.
PS: And actually, the most important skill during melee combat is neither Strength nor Dexterity, but Endurance. That, and knowing what you're doing. Experience, in other words. As the masters say, strength and speed are fasle gods. I demand being able to exhaust my enemies!
PPS: This is getting to the point of being silly, but it would also be cool to be able to invest points in reserves of fat. Being fat is good.
I think my post was buried, so I'll ask again: will there be fighter planes in the next test game?Yep. 2 kinds actually. Two different ways to get horribly shot and killed.
Also, IN!!!
Maybe instead of that have things like "aiming," "eyesight," "steady hands," and "quick reactions"? So heaving a rocket launcher would need a certain Strength (+steady hands), low levels of which would subtract from the aiming skill (Dexterity), etc. And "eyesight" would then be important for firing it at a longer range.would lead to
dump all their points into one stat just to use one type of weapon.
I was actually more/just as concerned about people getting locked in into a weapon combination. To quote you: "great ax and a flame thrower, or a Rapier and a pistol, or a katana and a bolt action rifle".I should explain that skills offer more dice to the pool then stats, and that stats are not wildly differentiated in this game, at least not at the beginning. You all start with a few points in each stat and none in skills and then have points to distribute as you want. You can sink all your points into dex and still use strength weapons perfectly fine as long as you put a point or 3 into the skills.
So can someone who wants to fight with a rapier and a bolt action rifle be just as menacing as somebody who goes Rapier and a pistol?
Also, I don't understand howQuoteMaybe instead of that have things like "aiming," "eyesight," "steady hands," and "quick reactions"? So heaving a rocket launcher would need a certain Strength (+steady hands), low levels of which would subtract from the aiming skill (Dexterity), etc. And "eyesight" would then be important for firing it at a longer range.would lead toQuotedump all their points into one stat just to use one type of weapon.
Well, if you watch Westerns, speed is the god stat. If you hit of course. Or he isn't out of range. Or if your gun doesn't jam. And he doesn't happen to wear armor. Or he didn't throw a smoke or a flash grenade before appearing. Or if he didn't happen to sneak up on you. And if he doesn't just ignore the pain and fire back. And kill you.Yeah, if it doesn't work I'll change things. There is a bit of a thing to give speed an advantage sometimes though. Eh, you'll see when the manual is finished.
These things only really become god stats if you let them. The devil's in the details.
But anyway, I'm not sure I agree with your conclusions, but I don't think I can really convince you without doing a test with the system that I am thinking of. Or writing 50 pages of crap no one will ever read. And since we're doing a test anyway, might as well do yours. Since it's your game.
Man, it's been a while. Fear not, I am still actively working on this. I've handled all the skills, I've got the systems for melee and ranged ready, which includes dual wielding rules for ranged, melee and a combination. Rules for fighting multiple opponents, rules for taking and moving between cover, rules for assassination and critical blows etc.((Are you sure this isn't just Assasins Creed 4, The Forum Game?
Pmed actionsYes, there will be. In fact, combat kind of relies around it.
Can we take a point in Linguistics so we can taunt our enemies in a language they can't understand?No. But the speech skill does have a "Intimidation" specialization. So you could literally specialize in trash talk.
Also, what do you mean by a "flesher," and what is a "newt"?))
ThisCan we take a point in Linguistics so we can taunt our enemies in a language they can't understand?No. But the speech skill does have a "Intimidation" specialization. So you could literally specialize in trash talk.
I'm not saying~QuoteAlso, what do you mean by a "flesher," and what is a "newt"?))
I'm not saying~QuoteAlso, what do you mean by a "flesher," and what is a "newt"?))
Feel free to guess.
Yes, because that's definitely the kind of newt piecewise meant, and it definitely fit the context...Yes, yes it is.
((Aww, now I will have to go on 4chan and start a campaign to crack your computer so we can see the files. :P))I'm not saying~QuoteAlso, what do you mean by a "flesher," and what is a "newt"?))
Feel free to guess.
I plan to specialize in RAMMMING SPEED! CANNONS ARE ACCESSORIES TO THE BOW THAT IS FOR RAMMING!Why not just mount all cannons to face forward? Then you can Ram your dakka plates into them at full auto.
(http://emotibot.net/pix/1073.jpg)I plan to specialize in RAMMMING SPEED! CANNONS ARE ACCESSORIES TO THE BOW THAT IS FOR RAMMING!Why not just mount all cannons to face forward? Then you can Ram your dakka plates into them at full auto.
I think we're going to have teams that consist solely of pilots and trash talkers and this game will just devolve into a bigass rap battle. That's just my prediction, tough :PYO, WE'Z GONNA GET DOWN WIV DA BEETZ!
((This is too funny to not answer seriously. The problem with that idea, is that you are going to have a very flat front, which will pretty much defeat the point of ramming, and if the opponent simply turns to face you, it will inflict more damage on you than on the opponent. Additionally, all the cannons you mounted this way are going to be destroyed when you faceplant into him.))I plan to specialize in RAMMMING SPEED! CANNONS ARE ACCESSORIES TO THE BOW THAT IS FOR RAMMING!Why not just mount all cannons to face forward? Then you can Ram your dakka plates into them at full auto.
I think we're going to have teams that consist solely of pilots and trash talkers and this game will just devolve into a bigass rap battle. That's just my prediction, tough :P((Trash talking does not mean, and does not equal a rap battle. Oh you silly modern people with an incredibly narrow perspective on this.))
I assume rapping falls under intimidation, tough.Technically any form of communication used to intimidate would fall under this, from your momma jokes to rude gestures.
If we guess right, will you tell us?I'm not saying~QuoteAlso, what do you mean by a "flesher," and what is a "newt"?))
Feel free to guess.
I'm sure there's even more things wrong with it if we kept trying, but yes, on a scale of 0 to 10 of bad ideas, it has 4 digits.((This is too funny to not answer seriously. The problem with that idea, is that you are going to have a very flat front, which will pretty much defeat the point of ramming, and if the opponent simply turns to face you, it will inflict more damage on you than on the opponent. Additionally, all the cannons you mounted this way are going to be destroyed when you faceplant into him.))I plan to specialize in RAMMMING SPEED! CANNONS ARE ACCESSORIES TO THE BOW THAT IS FOR RAMMING!Why not just mount all cannons to face forward? Then you can Ram your dakka plates into them at full auto.
The only problem with realistic wounds is that they screw with the balance when dealing with two groups of a few highly elite people.Or maybe we should just have creative ways to strike back? I actually like realistic wounds, and in regards to a ship losing it's strongman, I would actually maintain that we should have benefits to surrendering instead of dragging out the conlict. If the other ship is able to handily defeat you, than good. Nothing wrong with having a short match.
When you have 50 people on a ship and 5 of them lose 1/4 of their strength, not a big deal.
When you have 10, and the primary strongman loses 1/4 of his strength? It's a big deal.
That said, I still like realism. But if we're going to be only a few people, we should have the 'FIGHT THROUGH THE PAIN' magic all elite people get.
Would it be possible to make a bullet sponge? That might be interesting to play, as a character which serves the crew by stepping in front of enemy fire.A bullet sponge as in you can get hit, but be able to carry on? Absolutely, you can buff up your Endurance stats. Also, I am sure that there will be different armors and other stuffs available in the final version. The thing to remember with Piecewise, is that if you have a creative idea that fits in the setting, he will usually implement it.
Would it be possible to make a bullet sponge? That might be interesting to play, as a character which serves the crew by stepping in front of enemy fire.With armor or a ballistic shield, sure. It would take damage and couldn't do it forever, but yeah that would work. But without it, no, you can't stat a man who specializes in being shot. Well, you could make someone very tough so that they take it better, but not just sit there and bounce bullets off your abs.
Or, to put it another way, to have your sharpshooter aim for the pilot and incapacitate him is a rewarding task, even if he can only shoot him in the arm.I'd still aim for the head though.
Oh, darn, I'll have to play a character who does something.Would it be possible to make a bullet sponge? That might be interesting to play, as a character which serves the crew by stepping in front of enemy fire.With armor or a ballistic shield, sure. It would take damage and couldn't do it forever, but yeah that would work. But without it, no, you can't stat a man who specializes in being shot. Well, you could make someone very tough so that they take it better, but not just sit there and bounce bullets off your abs.
Unlike Captain America, shields and armor aren't fool proof. They offer passive defensive bonuses but it's still possible for attacks to get through them. Plus they take damage every time they block attacks, so it's possible to just drill your way through them with enough damage.Oh, darn, I'll have to play a character who does something.Would it be possible to make a bullet sponge? That might be interesting to play, as a character which serves the crew by stepping in front of enemy fire.With armor or a ballistic shield, sure. It would take damage and couldn't do it forever, but yeah that would work. But without it, no, you can't stat a man who specializes in being shot. Well, you could make someone very tough so that they take it better, but not just sit there and bounce bullets off your abs.
Another problem comes into play like it does for Captain America's shield: Why would they shoot at you?
Not quite my question. My question was: Why would the enemy shoot at the bullet sponge and not, say, the ship? Or the pilot?Oh, well that I don't know. Maybe because the bullet sponge is charging at them, swinging a lead pipe over his head? I never attempt to decipher the machinations of players.
Not quite my question. My question was: Why would the enemy shoot at the bullet sponge and not, say, the ship? Or the pilot?Probably because anti-personnel weapons will do jackshit to the ship?and the bullet sponge is standing in between them and the pilot, while everyone else is belowdecks?
Not quite my question. My question was: Why would the enemy shoot at the bullet sponge and not, say, the ship? Or the pilot?Easy to hit, and lack of knowledge of him being a bullet sponge.
Stats:There aren't any special ones right now, other then equip load which isn't mentioned in this text because I haven't gotten to the items. It's assumed that, unless you're dual wielding, you're using both hands. So there's no bonuses or anything to it, except being able to carry heavier weapons.
Dex: 0
Agi: 0
Chr: 0
Int: 0
Str: 2
Per: 0
End: 6
Will: 0
Skills:
Crushing and Hacking 8
What are the rules for two-handers?
So far toaster is the only one to actually say what kind of weapons he wants. Bravo toaster.Check my application again :P.
RaalupYeah, I meant specific as in don't tell me you want an M1 Garand with expanded ammo capacities, a modified firing mechanism for full auto fire, a laser dot scope and attached bayonet, etc. You know, go full gun nerd on me and then get annoyed when it doesn't matter for this test.
Stats:
Agi: 5
Dex: 1
End: 2
Slashing and Cutting 5
Rifle 3
Items:
Sword
Rifle
Tada!
You said not to be specific...
Take my money. All of it. On second thoughts I might have a stroke from the sheer awesome of this, so I'll just write you into my will.This is high praise. Are you talking about the idea in general or the recently released rules? I assume the idea in general.
Well... Both. I've seen professionally written rule sets that handle things a lot worse than what you have. Plus my emotions tend to handle a bit like a sledgehammer - I'm not very emotionally subtle, so to speak. Anyways, IN.Almost,not quite though. I'm gonna post something from the skills section that I think pretty much everyone either forgot or just missed.
Dave Stevens
Stats:
Dex: 0
Agi: 3
Chr: 0
Int: 0
Str: 0
Per: 2
End: 3
Will: 0
Skills:
Handguns, 3, Rifles? 3, Assassination 1 and First aid 1
Preferred weapons:
Shotgun
Uzi
I think I got that right.
General skills must be taken at least once before before specialized skills of the same type can be taken. You have five (8 for this test) points to spend on increasing skills and no more then 3 points can be put into any one skill, general or specialized.
RaalupPerfect.
Stats:
Agi: 5
Dex: 1
End: 2
Melee 1
Slashing and Cutting 3
Ranged 1
Rifle 3
Items:
Assault Rifle
Longsword
This better then?
Consider it fixed. Possibly.Yep yep. Out of curiosity, why did you put a point in melee if you have no melee weapons? Unless you intend to use your ranged weapons as clubs; which would make them strength weapons. Because shooting in melee still uses the ranged skills.
Cromwell JacksonYou might want to move stuff out of gunnery, since that applies only to ship based weapons. You can stick them in sprayers and explosives instead. Also, keep in mind that rocket launchers are gonna have minimum attack dice, since they're big and slow. But they do damage over an area and use the explosive wound chart, so they're kinda awesome when it comes to using them against fleshy targets.
Stats:
Dex: 3
Agi: 2
Str: 3
Melee 1
-Crushing/Hacking 1
Ranged 1
-Sprayers/Explosives 1
Gunnery 1
-Missiles/Rockets 1
Fighting Opposites 2
Items:
Halberd
Rocket Launcher
Is this good?
But they do damage over an area and use the explosive wound chart, so they're kinda awesome when it comes to using them against fleshy targets.My thoughts exactly.
Changed it, is that looking better?Looks fine to me. Gonna give people a few more hours and then I will randomly select our fighters.But they do damage over an area and use the explosive wound chart, so they're kinda awesome when it comes to using them against fleshy targets.My thoughts exactly.
Sounds neat, flying worms and all.If you'd like a preview of what raising them will be like, I recommend Horse Master (http://noncanon.com/HorseMaster.html#1r).
Wow. That is a pretty complete rulebook.This is the pvp test :P.Spoiler: Pilate the Pilot (click to show/hide)
I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.((Oh god. Way to hype this up, Mr. Molyneux. Was ER your first DM'ed game? Because I think we will see a definite progression as you become more experienced. I so want to try out the different options and character builds now, a shame we will only have a single game going at once, with each of us playing a single character.))
They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.
The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.
At least until some indie game developer contacts piecewise for the right to his ideas.You mean Toady? :P
Perhaps in the full game we could have multiple characters, and choose one to use for a specific mission?I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.((Oh god. Way to hype this up, Mr. Molyneux. Was ER your first DM'ed game? Because I think we will see a definite progression as you become more experienced. I so want to try out the different options and character builds now, a shame we will only have a single game going at once, with each of us playing a single character.))
They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.
The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.
40*3... oh dear. I don't think that would work. Not to mention the obvious metagaming that would be happening. Easier to have several games running, if it comes to that. Maybe if Piecewise quits his job, but I don't think that is possible.Perhaps in the full game we could have multiple characters, and choose one to use for a specific mission?I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.((Oh god. Way to hype this up, Mr. Molyneux. Was ER your first DM'ed game? Because I think we will see a definite progression as you become more experienced. I so want to try out the different options and character builds now, a shame we will only have a single game going at once, with each of us playing a single character.))
They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.
The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.
Finished my sheet (https://docs.google.com/document/d/1T-Mhdqm9PACxpTd6jlnA61T4EbQ747tqSgr2mug0at8/edit)I can't access that so...Nope.
Gentlemen.
>I'll join, Making a character right now:I'll assume we put 1 into skullduggery and then 2 into stealth so that actually works.
Stats:
Dex:4
Agi:2
Chr:0
Int:0
Str:0
Per:2
End:0
Will:0
Skills:
Dual Weilding (ranged) - 5
Stealth - 3
Sure.Same with you. I'll assume 1 into melee, 1 into ranged, 3 into hand guns and 3 into stabby-pierce
Toastarrr
(Anything not listed is 0)
Stats:
Dex: 4
Agi: 2
End: 2
Skills:
Stabbing/Piercing: 3
Hand Guns: 5
I'll take a rapier and a SMG.
RaalupAnd again.
Stats:
Agi: 5
Dex: 1
End: 2
Slashing and Cutting 5
Rifle 3
Items:
Sword
Rifle
Tada!
You said not to be specific...
Well... Both. I've seen professionally written rule sets that handle things a lot worse than what you have. Plus my emotions tend to handle a bit like a sledgehammer - I'm not very emotionally subtle, so to speak. Anyways, IN.Looks ok.
Dave Stevens
Stats:
Dex: 0
Agi: 3
Chr: 0
Int: 0
Str: 1
Per: 1
End: 3
Will: 0
Skills:
Ranged Weapons:1
Handguns:2
Rifles?:2
Medical:1
First aid:1
Melee:1
Preferred weapons:
Shotgun
Uzi
I think I got that right.
Raalup
Stats:
Agi: 5
Dex: 1
End: 2
Melee 1
Slashing and Cutting 3
Ranged 1
Rifle 3
Items:
Assault Rifle
Longsword
This better then?
Cromwell JacksonSenor Carlos Danger and his rocket launcher. Good and good.
Stats:
Dex: 3
Agi: 2
Str: 3
Melee 1
-Crushing/Hacking 1
Ranged 1
-Sprayers/Explosives 3
Fighting Opposites 2
Items:
Halberd
Rocket Launcher
Those are the coolest looking character sheets I've ever seen.Not the coolest, but astronomically better compared to ER. Where'd ya get them? Or Paint?
I intend to, once it's all put to paper, throw it up somewhere like Drivethrurpg as a "Pay what you want". Of course by that point it will probably consist of 3 booklets like this, one for standard player stuff, one for the ship building and related items, and one for the GM which would include world stuff like lore, roll tables, maps of the Cloudbearer, etc. Not sure how far off that is, but I'm working my way there, slowly.At least until some indie game developer contacts piecewise for the right to his ideas.You mean Toady? :P
I think we've seen pretty well that it's the DM who makes the game, not some random indie developer. But if Piecewise ever decides to develop and publish this, I definitely want to be in the loop and contributing.
Those are the coolest looking character sheets I've ever seen.MSpaint. Not normally called "Cool".
Made'em. And I'll change that if toaster actually cares. If not, I'll go take a nap.Those are the coolest looking character sheets I've ever seen.Not the coolest, but astronomically better compared to ER. Where'd ya get them? Or Paint?
Also, notToasterrr, bit Toastarrr
MSpaint. Not normally called "Cool".I call it cool, it's all I know how to use.
It is?Wow. That is a pretty complete rulebook.This is the pvp test :P.Spoiler: Pilate the Pilot (click to show/hide)
You should definetly sell this game, it could totally become more popular then DnD.I doubt it. It has great potential, though.
Moe RidgerClerical errors have it in for me :/.
Stats:
Dex: 0
Agi: 0
Chr: 0
Int: 0
Str: 2
Per: 0
End: 6
Will: 0
Skills:
Crushing and Hacking 8
Items Desired:
Sledgehammer
Flamethrower
Hmm. Maybe I should take on two other people and have two deathmatches running...Hmm I'll think about that. If you guys feel like joining, you could fill out your sheets like Octo's and Toaster's, since thats fairly easy and saves me a bit of time. I'll make the weapons cards if you fill out the sheets.Yeah, we could do that.
Since neither of us have genders I'm going to assume we're asexual humanoids - so can I try and seduce my opponent?I suppose? Though it would be a speech roll, a deception roll I assume, and you've got 0 in that. And only 3 in charisma. Though...he does only have 3 in willpower...hmm
Also, silly me, I've been completely forgetting to add the bonuses for fighting opposites, Toastarrr should be getting bonuses for using his dex based smg against your agility based uzi. Though you can negate that by using your shotgun, since it's dex based too.That is the one part of the rules that just seems very arbitrary and... gamey to me. I just can't even remotely imagine how that would work.
QuoteAlso, silly me, I've been completely forgetting to add the bonuses for fighting opposites, Toastarrr should be getting bonuses for using his dex based smg against your agility based uzi. Though you can negate that by using your shotgun, since it's dex based too.That is the one part of the rules that just seems very arbitrary and... gamey to me. I just can't even remotely imagine how that would work.
The str dex agi triangle only makes sense in melee, really.That's why I put 2 points in fighting opposites, to circumvent that whole debacle.
So far toaster is the only one to actually say what kind of weapons he wants. Bravo toaster.my weapons are on the bottom of my sheet.
I'm currently taking a break from the more in depth and mindnumbing aspects of the game (Explaining the minutiae of building a ship and stating items- acid sprayers anyone?) to work on the flesher stuff a bit. They've got enough mechanics that I could build a game around just their stuff.
Well, you didn't post it in the thread, you posted to a different page that we don't have access too.So far toaster is the only one to actually say what kind of weapons he wants. Bravo toaster.my weapons are on the bottom of my sheet.
I'm currently taking a break from the more in depth and mindnumbing aspects of the game (Explaining the minutiae of building a ship and stating items- acid sprayers anyone?) to work on the flesher stuff a bit. They've got enough mechanics that I could build a game around just their stuff.
Could you post a template sheet to work off of, piecewise? The sheets were taken down already.You could open up mine with paint, edit it as needed, and save it under your name. That how I made mine.
Your skills aren't right.How so? I have eight points distributed, as instructed.
And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
An uzi is a specific model of smg, debatably more of a machine pistol.Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
So it's like one person using Acetic Acid, and the other person using Normal Acid. Figures.An uzi is a specific model of smg, debatably more of a machine pistol.Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
An uzi, among other things, fires very quickly and is quite inaccurate, and is smaller and more designed for one-handed wielding. It also is used less in burst fire than an smg.So it's like one person using Acetic Acid, and the other person using Normal Acid. Figures.An uzi is a specific model of smg, debatably more of a machine pistol.Pretty much. And irritating systems should be avoided whenever possible. I would prefer just to have some weapons usually strike first, or penetrate armor better, and so on.It's irritating to have to use a specific weapon against a certain enemy, so if we're given a way out we'll take it.And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
Speaking of, can anybody explain to me the difference between an Uzi and an SMG? I'm not much into firearms, so I am a little clueless here.
Is there any difference between these two guns in the gameplay besides Agility and Dexterity? Because while I agree with Piecewise that we shouldn't turn this into gun porn, I feel like we can come up with legitimate differences between the different weapons people will weild.
As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?I'd assume the same as if you swung it.
I figure I can bring a couple of throwing axes as my ranged weapon.As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?I'd assume the same as if you swung it.
But losing your weapon is generally a bad thing.
Once piecewise sees all this I'm shooting your face.Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.
Once piecewise sees all this I'm shooting your face.Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.
Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.
I will parry your bullets with my face and keep coming.
I will parry your bullets
bullets
Rockets are only really big bullets that explode, really. I wonder if you could deflect a rocket?Once piecewise sees all this I'm shooting your face.Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.Why do you think I put six points in endurance? I will parry your bullets with my face and keep coming.I will parry your bullets with my face and keep coming.I will parry your bulletsbullets
You sir, do not know of Senor Carlos Danger.
I personally like the way the advantage triangle works, but I can see where it would be annoying, and the reason it's there, as far as I can tell, is so that people who branch themselves out into multiple attack skills will be rewarded, to counteract the people who specialize in one thing.That's what a bad system ends up being like. I'm not saying we shouldn't have some weapons have advantage over others. I just think that those advantages should be tactical rather than hard-coded.
For me, I dislike people who only use one tactic, because I feel like there's no point in making a lot of rules in a game to give it more depth and tactics if half the people are only going to use 1/4 of the rules.
I like people who branch out, and myself personally, I like to multi-class in RPG style games because of it.
Right now I'm only using one tactic, but this is only a test, and I took that skill anyway so it doesn't matter.
As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?Exactly what I'm talking about. Any unconventional use of weapons breaks the system. And using the same stats as swinging it doesn't really make sense.
Rockets are only really big bullets that explode, really. I wonder if you could deflect a rocket?If you want to do that, you should probably play ER. Amps and all.
An uzi, among other things, fires very quickly and is quite inaccurate, and is smaller and more designed for one-handed wielding. It also is used less in burst fire than an smg.So an Uzi can be one-handed, it should be harder to hit with an Uzi than an SMG. And it should have negatives to burst fire.
Could you post a template sheet to work off of, piecewise? The sheets were taken down already.https://www.dropbox.com/s/ioqw0vxlfw8vhjm/character%20sheet.png
I will say one thing- unless I'm derping and missing something stupid, the splitting your dice pool bit will be hard to manage when you potentially will have no idea how many you should be getting, given you may not know your opponent's stats.Their stats don't really matter...but what I should do is make it so that switching weapons takes a turn, so that you'll know any bonuses you will or won't have. We'll just ignore the triangle for ranged now.
Not everyone will. And if they do, then they do. I added that skill specifically for people who wanted to specialize in one type of weapon but also didn't want to deal with penalties for fighting their opposites.And since we both have 2 points in fighting opposites, piecewise won't have to worry about calculating them.Kind of defeats the point of having the rule, don't you think? If everyone just takes the same damn skill.
As far as ranged weapons go, what about thrown melee weapons? If I throw an axe, for example, what skill does it use?Thats not quite been worked out yet, but generally it would involve strength determining the distance (Compared to the weight of the object somehow, so heavy things are thrown shorter distances) and the combat pool used in the same way it would be for any ranged weapon.
Problematically, this leads to massive and unweildly rules bloat. This thing is already complex without me drawing up another massive table of weapon interactions. Also, problematically, classification like that leads to fractal complexity problems. Rapier beats sword. Ok. Does a Foil beat a sword too? What about an Estoc? What about an estoc vs a shotel? You have the potential to end up with infinitely nested categories all interacting. And even then it's still hard coded.I personally like the way the advantage triangle works, but I can see where it would be annoying, and the reason it's there, as far as I can tell, is so that people who branch themselves out into multiple attack skills will be rewarded, to counteract the people who specialize in one thing.That's what a bad system ends up being like. I'm not saying we shouldn't have some weapons have advantage over others. I just think that those advantages should be tactical rather than hard-coded.
For me, I dislike people who only use one tactic, because I feel like there's no point in making a lot of rules in a game to give it more depth and tactics if half the people are only going to use 1/4 of the rules.
I like people who branch out, and myself personally, I like to multi-class in RPG style games because of it.
Right now I'm only using one tactic, but this is only a test, and I took that skill anyway so it doesn't matter.
To elaborate, a sword should beat an axe, but an axe should be better at penetrating any sort of armor. A sword should also beat rapier, but only in open space. In close quarters, rapier beats sword. An axe can also be thrown easier.
So I'm not against these sorts of triangles. I just want them to make sense, and limiting them to Str, Agi, and Dex, makes them not make sense. And I think we all concur that a straight up advantage doesn't make sense in ranged combat.
My sheet application is finished. The font size is a bit wonky, but it works.Spoiler (click to show/hide)
Ok, you two will be the second participants. I'll get your sheets set up tomorrow, it's 1am here. You can tell me what weapons you guys want again, if that's changed. You'll both be in the same kind of arena as toaster and Octo.Could you post a template sheet to work off of, piecewise? The sheets were taken down already.You could open up mine with paint, edit it as needed, and save it under your name. That how I made mine.Spoiler (click to show/hide)
Problematically, this leads to massive and unweildly rules bloat. This thing is already complex without me drawing up another massive table of weapon interactions. Also, problematically, classification like that leads to fractal complexity problems. Rapier beats sword. Ok. Does a Foil beat a sword too? What about an Estoc? What about an estoc vs a shotel? You have the potential to end up with infinitely nested categories all interacting. And even then it's still hard coded.There's a solution to this problem. Don't have Foils and Estocs! Or rather, have the differences be cosmetic.
Still waiting for toaster's post; He has 6 dice to use. 7 from dex, 1 from ranged, -2 from range.
Okay, I finally sat down with the Manual and read it. Here's my notes. Note that I didn't spell-check it, so I probably have a lot of spelling mistakes in critical places, as I tend to do.You don't appear to like anything in the entire book.Spoiler (click to show/hide)
You don't appear to like anything in the entire book.Nah, it's okay. It's just not ideal, and yes, I do have ideas for how to improve it. Whether you listen to those ideas is up to you.
Listen Thear, It's 6 am. I'm not feeling great and I've still got 3 pages of ER to respond to, plus those weapons to make and this combat stuff to run, then pages of explanation in the construction manual to write. If you've got such massive, overarching complaints about the entire system, from the way skills are handled to the very way they're arranged on the page and the cover image, then maybe this game isn't for you.
I'll look through the post and make changes where they seem good, but I don't think it's ever going to be what you want it to be. Thats fair, some games just aren't for some people. I would suggest that perhaps you create your own game; you've clearly got a lot of ideas for how you want things to work, you should put them into use.
It's just constructive criticism. The players are pointing out anything they feel could be better, and how it could be better, to help you make the best possible game. It's unproductive and against the spirit of the effort to react in a hostile manner to it. It's not a disparagement of your work; it's a tool to help you in developing the game. You don't have to listen to or use it, but reacting negatively is simply an unwise move. We're just trying to help make the game, and the only way it will get better is if it is picked apart and the flaws carefully scrutinized and pointed out, which is the whole point of playtesting in the first place.Okay, I finally sat down with the Manual and read it. Here's my notes. Note that I didn't spell-check it, so I probably have a lot of spelling mistakes in critical places, as I tend to do.You don't appear to like anything in the entire book.Spoiler (click to show/hide)
Listen Thear, It's 6 am. I'm not feeling great and I've still got 3 pages of ER to respond to, plus those weapons to make and this combat stuff to run, then pages of explanation in the construction manual to write. If you've got such massive, overarching complaints about the entire system, from the way skills are handled to the very way they're arranged on the page and the cover image, then maybe this game isn't for you.
I'll look through the post and make changes where they seem good, but I don't think it's ever going to be what you want it to be. Thats fair, some games just aren't for some people. I would suggest that perhaps you create your own game; you've clearly got a lot of ideas for how you want things to work, you should put them into use.
How about the rest of you, do you have any of the same or similar concerns?
(combat stuff here after ER posts)
While suggestions are good, do note I suppose it is less about the criticism itself and more about how it is presented.Care to elaborate? How was I supposed to present it?
I have no problem with criticisms, and I do listen to them. I am reading through his post and thinking about what he's saying. If I came off as hostile, thats my fault and the fault of it being early and me not feeling great. I was just saying that he seemed to dislike the mechanics on a very basic level, so if that's going to be a big annoyance to him, this might not be a game he'll enjoy. I mean, if you dislike generic fantasy and d20 rolls, then D&D isn't for you, plain and simple. If you want complex melee systems that lean toward the realistic and skill sets that have a whole lot of skill interplay, then this system is not the one to deliver it. I don't want to give him the impression or false hope that things would change to be different enough as to address all the things he doesn't like. I'm not trying to be dismissive, I'm just trying to be honest: A lot of the things he's talking about aren't going to be "fixed" because I don't see them as broken; just as a different system from the one he's got in his head. If that makes sense.It's just constructive criticism. The players are pointing out anything they feel could be better, and how it could be better, to help you make the best possible game. It's unproductive and against the spirit of the effort to react in a hostile manner to it. It's not a disparagement of your work; it's a tool to help you in developing the game. You don't have to listen to or use it, but reacting negatively is simply an unwise move. We're just trying to help make the game, and the only way it will get better is if it is picked apart and the flaws carefully scrutinized and pointed out, which is the whole point of playtesting in the first place.Okay, I finally sat down with the Manual and read it. Here's my notes. Note that I didn't spell-check it, so I probably have a lot of spelling mistakes in critical places, as I tend to do.You don't appear to like anything in the entire book.Spoiler (click to show/hide)
Listen Thear, It's 6 am. I'm not feeling great and I've still got 3 pages of ER to respond to, plus those weapons to make and this combat stuff to run, then pages of explanation in the construction manual to write. If you've got such massive, overarching complaints about the entire system, from the way skills are handled to the very way they're arranged on the page and the cover image, then maybe this game isn't for you.
I'll look through the post and make changes where they seem good, but I don't think it's ever going to be what you want it to be. Thats fair, some games just aren't for some people. I would suggest that perhaps you create your own game; you've clearly got a lot of ideas for how you want things to work, you should put them into use.
How about the rest of you, do you have any of the same or similar concerns?
(combat stuff here after ER posts)
Sorry if it came off angry or annoyed or anything. I didn't mean it to be.QuoteYou don't appear to like anything in the entire book.Nah, it's okay. It's just not ideal, and yes, I do have ideas for how to improve it. Whether you listen to those ideas is up to you.
Listen Thear, It's 6 am. I'm not feeling great and I've still got 3 pages of ER to respond to, plus those weapons to make and this combat stuff to run, then pages of explanation in the construction manual to write. If you've got such massive, overarching complaints about the entire system, from the way skills are handled to the very way they're arranged on the page and the cover image, then maybe this game isn't for you.
I'll look through the post and make changes where they seem good, but I don't think it's ever going to be what you want it to be. Thats fair, some games just aren't for some people. I would suggest that perhaps you create your own game; you've clearly got a lot of ideas for how you want things to work, you should put them into use.
I understand why you don't want to deal with such a long annotation, but I've got things from simple clarifications and confirmations, to cosmetics, to what I consider an actual design problem, to something that just didn't make sense for me like assasinations, to something that is functional but I just have thoughts about.
This is a test of a just created home-baked rule system. It's bound to have imperfections, and it's bound to cause misunderstandings. Do you want feedback? I gave you feedback. Do you have to change all of it to my tastes? Not unless you me. But I don't think, especially regarding some misunderstandings and questions, that they are going to go away, but rather that they will get asked by other people eventually. It's just that I have thrown them all at you at once.
Do you have to reply and read through all of this today? At 6 am? No, why would you do that?
But here's the thing regarding the statement that maybe this game is not for me. For me, DM'ing trumps Setting trumps Rules (unless they're very restrictive). Do I have any interest in Sci-Fi? No, not really. Steampunk? To heavens, I don't like Steampunk. I greatly prefer the Middle and earlier Ages, including traditional fantasy. Do I really care? No! Because a good author can still deliver something good, and that's what matters. (Unless he starts going into the designs of clocks and steam engines, the same way Moby Dick went into whaling and Le Miserables into... everything. Not really gonna enjoy a Moby Dick in Steampunk.)
I mean, if you dislike generic fantasy and d20 rolls, then D&D isn't for you, plain and simple.Unless you are DM'ed by Chris Perkins.
If you want complex melee systems that lean toward the realistic and skill sets that have a whole lot of skill interplay, then this system is not the one to deliver it.I am always pushing for skill interplay because that is the best way to deal with min-maxing. ER is actually pretty good at this.
And I suggested he create his own game not as some sort of "If you think you're so good, why don't you do it." sort of thing, though it may come off as such. I was telling him that he should create a system like the one he's talking about, because fully fleshed out I'm sure it would work great.Maybe someday.
The thing is, especially with medical, you need a point in the general skill before you can have the others, and the general skill already gives a +1 bonus. The sub-skills are mainly specialization. If somebody has 1 point in, say, clockwork, and one in repair, (s)he still knows how to operate mechanisms, but (s)he is just specialized in repairs instead of operating it.Still, if I take one point in general, and two in repair, I will end up with 5 rolls to repair something, and one to use it. It's just that generally, one has to know how to use something in order to repair it. Fundamentally, it's the same exact skillset. You have to know what a button does before you know it's broken.
Did you get my new sheet (https://docs.google.com/document/d/1T-Mhdqm9PACxpTd6jlnA61T4EbQ747tqSgr2mug0at8/edit?usp=sharing)?It works now, yeah. I'll throw you in vs whoever kills their opponent first.
I found it mightily hilarious to pop open that spoiler and be sworn at in great big letters.I was gonna go with "Fuck the police" for the ultimate gangsta airship, but I was lazy. That ship is funny but is also horribly designed since if that lower section gets severed half of it is just gonna fall off and become "FU".
Also that sounds painful
Wait, we can build our own ships eventually?This is totally possible.
>.>
<.<
I'm totally not gonna build a dickship.
So, what's the likely ratio on ships built for combat vs ships built for amusement?Depends. Amusing ship designs could be common, but ones that actually get built? Probably very few. Teams have budgets, so sinking 25,000 into that dickship isn't something I foresee a winning team doing.
https://www.dropbox.com/s/3klmi9auq261zvi/stuff.png
List of ship modules so far. Anything missing you can think of?The next turn won't be much better. And the turn after that. Mayyybe the turn after that, but probably not. If anything, and especially if we're interested in expediently finishing the test, I'd just say to fast-forward the next few turns until one side can potentially get a shot at the other. Probably will have to be done at night, when Daruish comes online.We can just end the test now, give me a bit to get everything ready for the next part and then start that, if you guys want. I think this has helped me work things out pretty well, brought up the issues and such.
Is there anything I can repair? If yes, get busy on that.
Oh, sweet, I can kill remuthra now.
Sending PM.
Oh, sweet, I can kill mastahcheese now.
Sending PM.
PM sent.
The Random Number God hath cursed me.
I found it mightily hilarious to pop open that spoiler and be sworn at in great big letters.
Also that sounds painful
Well, I would post in the thread, if I was in the match. But I'm not. :(Fill out a character sheet and I'll throw you in vs whoever wins.
I WANT FIGHTS
question aboout modular airship test. Will we just have infinite parts?Yes and no. Your only limit is your money. Everything has a cost but there are no limits on parts, you can have as many of any part as you can afford. It will become clearer once the manual is put up. Cael's been busy, so I'm still waiting on his input before I post something incomplete.
Oh dear. Well, PM sent.Hmm. Well, that seems like it would be good for weapon modification, something that hasn't come up yet, but in terms of the skill system I'm not sure. I mean, I could split the skills up further; ie what is just crushing and hacking now becomes Axes, cleavers, hammers,clubs, maces, etc. But they would all still be strength weapons and doing that could result in overspecialization; characters that are really good with say an ax but terrible with everything else. That we end up with melee and ranged just becoming singular stat skills and then people would end up pigeon holed.
Regarding weapons, I have come up with my own system and thought you might be interested - weapons are organized into very broad classes, eg. Pistol SMG Shotgun Chaingun etc, then each weapon has a certain number of modification slots, each modification is different, such as 50% larger clip, Auto fire, etc. Just 2 cents on how to keep customisation high and complexity low.
Although, I'd like to see it perform in melee before I scrap it.You want people to melee, you have to give people incentive to melee. Currently, it means sacrificing a shooting turn, and running into your opponent.
after all, most weapons share the same features... :(
I sure hope it's not the complete one...A box with a band-aid! That's ridiculous!....wat
Has remuthra sent his orders yet?Nothing yet.
And then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
You didn't get my PM? Well, resend time I guess.Has remuthra sent his orders yet?Nothing yet.
I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.I know. Doesn't make it any less funny.
Actually, I do not have Paint. Only Windows users get it.I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
Also, the images are pictures of a zeppelin being constructed.
Now I'm actually laughing. What do Mac users get?Actually, I do not have Paint. Only Windows users get it.I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
Also, the images are pictures of a zeppelin being constructed.
I don't know, but Linux users get GIMP. I don't like GIMP, so I use an online tool called Pixlr.Now I'm actually laughing. What do Mac users get?Actually, I do not have Paint. Only Windows users get it.I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
Also, the images are pictures of a zeppelin being constructed.
Could have sworn I put that link in the thing...Oh wellQuoteI Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.I know. Doesn't make it any less funny.
I've got a number of questions, but most importantly, are the module pictures missing intentionally? Because it is a work in progress I understand, but still wondering.
Paint.net might work. I'm sure there's something similar regardless of if you're on Linux or Chrome or even mac.Actually, I do not have Paint. Only Windows users get it.I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
Also, the images are pictures of a zeppelin being constructed.
Is Chrome an OS now? Google thinks of everything.Paint.net might work. I'm sure there's something similar regardless of if you're on Linux or Chrome or even mac.Actually, I do not have Paint. Only Windows users get it.I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
Also, the images are pictures of a zeppelin being constructed.
My girlfriend's mom has a Netbook that runs chrome. It's basically useless though; can't run exe's or flash or java or pretty much anything.Is Chrome an OS now? Google thinks of everything.Paint.net might work. I'm sure there's something similar regardless of if you're on Linux or Chrome or even mac.Actually, I do not have Paint. Only Windows users get it.I Build my system for paint. Because everyone has paint and everyone, even someone like me, can use it.QuoteAnd then reconnect the grid lines. Make sure to do this...Or just use the advanced "layers" tech of Illustrator. :P
But seriously, where are the cover pictures coming from?
Also, the images are pictures of a zeppelin being constructed.
BTW: A premade grid/ grid section would be nice.How's this?
http://www.youtube.com/watch?v=P3ALwKeSEYs (http://www.youtube.com/watch?v=P3ALwKeSEYs)BTW: A premade grid/ grid section would be nice.How's this?Spoiler (click to show/hide)
YO! Hey Piecewise, would this be considered a valid ship?Spoiler: Bottom Deck (click to show/hide)Spoiler: Mid Ship (click to show/hide)Spoiler: Top Deck (click to show/hide)
Behold the powers of insomnia!
No clue on the cost of that thing, by the way.
Care to guess what mu first idea was?The things that need power should say so. For instance, the constriction bola says it requires power under the "special" section of it's description. Beyond weapons; engines mostly.
If you guessed "making an Airship Enterprise", you were right!
What all needs power and such?
Reading the manual now, so I'm putting things here as I see them.Yeah, I intend to add more types of engines. Like I said when I posted this; this module list is far from complete. It's just enough to let you guys build ships for the test.
Only two types of engines? I wouldn't mind seeing high speed low weight "racer" engines or the reverse "freight" engines.
Remember- if your ship is hit by bolas, aim for the balls.
Alright. Let's get this party started.
The Airship Combatprize is comprised (hah!) of four sections and two connector thingies. These connect the two Engine Sections to the Engineering Section and are composed of a single level of a single space with a single ladder in each.
The Combatprize is composed entirely of metal.Spoiler: Plans: Blueprint (click to show/hide)Given the wonders of mental math, some may be off.Spoiler: Plans: Total Weight and Cost (click to show/hide)Spoiler: Plans: Engines and Performance (click to show/hide)Spoiler: Plans: Budget (click to show/hide)
1. Sorry about the blueprints. If I ever intend to make it seriously, I'll do that, but I don't particularly care at this point as more than a vague drawing board.Yeah, you could have any of the planes land inside the ship as long as you leave a hole in the wall for them to take off and land through. It would be harder for your pilots, but at least their planes wouldn't get shredded on deck.
2. I didn't intend to remove the walls. And if I care enough about this I'll make sure the proportions work.
3. Oh. Noted.
4. I was imagining the skiff flying out the front...which is blocked by that Tesla arc. Huh.
Are any craft capable of landing in a covered hangar of some kind?
5. I was intending for them to be within the ship, being on enough floor for the dumps to be on.
6. When did I say I was intending this for a serious battle? If it gets used and explodes in a glorious fireball, all the better.
...Can you include rules for unusually massive explosions damaging nearby airships?
I'll do so when I make a ship more polished in concept and such than "Ship shaped kinda like the USS Enterprise".
Hmmmm...Yeah, cael talked to me about how my text needs better formatting. really, I just keep things in tables to keep them nice and neatly separated, but I'll redo it later. Hell, I'll even post examples of ways to do it and you guys can pick which looks best.
I have so many ideas to make it more complex/more customizable! Damn you brain!
A calibur system for cannons. A rotating module that weapons can be placed on top of, but takes up space on the floor below. Cannons that have multiple barrels like the artillery guns we see on ships today. More types of engines. More uses for clockwork or steam power. 'Crystal' power. A docking system for really big airships to carry smaller airships inside of them. Etc.
On another note, the format the modules are listed in is very clumsy. Just doing each of them as a paragraph may be easier to read, with the stats below them.
I'm still trying to work out the calibur system, right now. I'm trying to make it so that larger cannons are slightly more efficient in terms of DPS, but tend to be shorter ranged, easier to damage(due to size and all), etc.
I WANT TO MAKE ALL OF THE GAMES ARGH
While I consider a more serious, less flawed plan for a ship:'
Have you considered my suggestion of large explosions affecting nearby (possibly just adjacent) ships?
Too bad I don't have a dagger, or I'd put my move as "Cut out his small intestine and jump rope with it."
Full auto finish him off, 6/2
Place Shotgun barrel under chin. Gurgle "Toaster, I am your father! Search your feelings, you know it to be true." Then pull my loaded shotgun's trigger. If I can't talk, pull the trigger anyway. Then have my ghost gleefully inform him of itToastarrr and Dave both fire at the same time; succeeding in their dual goal of making Dave a very dead man. However, dave's shot wins for sheer splatter factor.
Just read the construction manual. Holy-freaking-moley.
Moe points out Cromwell was listed as only having a single rocket as ammo.Actually, I thought that as well, but that only means I have only one shot in the tube.
Wait, which Doctor?This made me laugh so hard when I read it.
"We're running out of space on that body of yours." The doctor says, looking you over. "Do you need those legs?"
Which "The Doctor" were you referring to?I'm laughing too right now. These Doctors should meet.
Well, there are a lot of Doctors. It's hard to know for sure if you meant Who, the ER one, some other character typically referred to by title, or pretty much any character with medical knowledge or a PhD.The reason I said I was laughing was because I was thinking of Doctor Who, and how often they ask him to be more specific on him being a "Doctor".
Well, there are a lot of Doctors. It's hard to know for sure if you meant Who, the ER one, some other character typically referred to by title, or pretty much any character with medical knowledge or a PhD.Or he could mean Doctor Insertcornyvilliannamehere
Mastahcheese, click the quote.Yeah, I'm familiar with that one. Now I get it.
For starters, you're not screwed when the enemy hits your only hovercore.
Aside from redundancy
Don't you have two guns on the side on the middle deck?I somehow missed this when modelling it. :P
Quick question: Who among you would like to move on to full scale airship testing? Because as far as I'm concerned, I can select our players and divide them into teams right now, if we're ready to try this for reals.
Quick question: Who among you would like to move on to full scale airship testing? Because as far as I'm concerned, I can select our players and divide them into teams right now, if we're ready to try this for reals.Can I use someone else's design? I still haven't had any great ideas.
Quick question: Who among you would like to move on to full scale airship testing? Because as far as I'm concerned, I can select our players and divide them into teams right now, if we're ready to try this for reals.Yes, I'll see if I can find time to put up some ship designs later.
Piecewise, could you collect all of your fabulous pdfs and images and put them in the OP please?
Just read through the ship construction manual. I think I'll design a extremely heavily armored carrier type ship... tomorrow.Spoiler: A few questions (click to show/hide)
How do I use Layers on Paint?Paint doesn't have layers. Everything else does. That's why I'm making so much fun of it.
I want to be able to just make the black lines above the modules above the background.
What are the parameters like money? What type of stuff can the players have?The parameters are that you have 70,000 money. Thats basically it. You can buy any modules you want in any number you want and build your ship as big as you want, as long as you have the money for it, ammo for the guns and then money for your own gear. But worry about that later, once the teams are created and And I actually have the list of player items Out. As per those questions:
Also, because it's important to my ship idea:Just read through the ship construction manual. I think I'll design a extremely heavily armored carrier type ship... tomorrow.Spoiler: A few questions (click to show/hide)
The design I'm planning is pretty much a big ball of armor with a semi-internal runway, five fighters, and no engines. Anyone interested in taking out other people's deathstars?
Aw. Now there's zero point to using Decorative at all.Decorative is there to be Decorative. We don't plate our tanks in oil paintings, do we?
It's only use will be on NPC ships or to represent valuable but fragile cargo.
We don't plate our tanks in oil paintings, do we?Sigged.
On Bay12, we just might.Aw. Now there's zero point to using Decorative at all.Decorative is there to be Decorative. We don't plate our tanks in oil paintings, do we?
It's only use will be on NPC ships or to represent valuable but fragile cargo.
On Bay12 we just might make our tanks OUT of oil. Actually, that's quite a good idea. Build out a section on the front of your ship, fill it with ammo dumps, coat it in DU, then detonate. 6m Depleted Uranim frag anyone? Works on the exact same principles as a real one, Just able to emit hundreds of several inch shards each capable of slicing into a tank and possibly out the other side.On Bay12, we just might.Aw. Now there's zero point to using Decorative at all.Decorative is there to be Decorative. We don't plate our tanks in oil paintings, do we?
It's only use will be on NPC ships or to represent valuable but fragile cargo.
How many wing engines can be placed on one side?
How do portholes and the like affect armor and damage anyway?
1. As many as fit. The system doesn't really have anything about balancing the thrust yet, so you could hypothetically put 10 on one side and be good. Though you'd be fucked if they got a good shot at that side.How many wing engines can be placed on one side?
How do portholes and the like affect armor and damage anyway?
Though you'd be fucked if they got a good shot at that side.Challenge considered!
Having a big hole in your ship leading to its squishy innards is probably a poor idea, though.
I'm up for the custom airship test, two questions though: one, can we use doors as external hatches (for cannons); and two, are ships harder to hit based on cross-section?When I open mine with paint, it's 50.
Edit: The shipbuilding grid mastahcheese provided is ~43 pixel squares. Can you give us an official one with the correct 50 pixel grid Piecewise?
That's weird... wait, what are the total dimensions on the picture? Resizing it to the actual dimensions might reset the grid squares so they no longer blur and stuff.1200 x 1000 pixels.
http://i.imgur.com/AEMlzqY.png
1250 x 1000 for 25 squares by 20 squares.
Name: S&A-66 Hunter
Ammo:10
Type: Agility (pistol)
Wound Modifier: None
Weight: 3
Minimum attack dice: NA
Melee Modifier: NA
Bonuses:NA
Range: 0-3:0
4-5:-1
6-8:-3
9-10:-5
11 on: NA
Environmental Damage:1
Description: Spring and Arbor's top selling pistol. Carried by every penniless thug in the lower districts. Carries S&A's Trademark Bronze color and stylized gear insignia.
Cost:
Name: Bishop-Keller Model 8
Ammo: 6
Type: Agility (revolver)
Wound Modifier:+1
Weight: 4
Minimum attack dice:NA
Melee Modifier:NA
Bonuses:NA
Range:0-2:0
3-4:-1
5-7:-3
8-9:-5
10 on: NA
Environmental Damage:2
Description: A popular weapon amongst those who can afford to pay Bishop-Keller's prices. Black metal with silver etching of various kinds. It's quality if far from merely cosmetic; like all BK weapons, it is considered to be the elite of standard arms.
Cost:
Name: Sansoon 83 “Buzzbox”
Ammo:20
Type: Agility (Machine Pistol)
Wound Modifier: NA
Weight: 4
Minimum attack dice: NA
Melee Modifier:NA
Bonuses: Full Auto (If used Causes 1d4 wounds, but attack pool is reduced by 1/3)
Range: 0-2:0
3-4:-1
5-7:-3
8-9:-5
10 on: NA
Environmental Damage: 1
Description: A rare example of a Non-clockwork Sansoon. It bears their trademark red and gold detailing and the high rate of fire they're famous for.
Cost:
Name: Bishop-Keller-505 “Bodyguard”
Ammo:35
Type: Agility (Small Submachine gun)
Wound Modifier:+1 within 4 range.
Weight: 5
Minimum attack dice: NA
Melee Modifier:0
Bonuses: Full Auto (If used Causes 1d4 wounds, but attack pool is reduced by 1/3)
Range: 1-4:0
5-8:-2
9-10:-4
11-12:-6
13 on :NA
Environmental Damage:2
Description:Marketed as the weapon of choice for private bodyguards and well to do Airmen, the 505 is small enough to be easily concealed but still powerful and packing a large magazine. The first run of these firearms carried a distinctive silver ivy etching which gained them the popular moniker of “Nightshade”.
Cost:
Name: S&A Underhang Special
Ammo:23
Type: Submachine gun (Dexterity)
Wound Modifier: NA
Weight: 7
Minimum attack dice:NA
Melee Modifier:-3
Bonuses: Full Auto (If used causes 1d4 wounds, but attack pool is reduced by 1/3)
Range: 1-4:0
5-6:-3
7-9:-5
10-12:-7
13 on: NA
Environmental Damage:2
Description: A favorite of underhang and lower level gang enforcers, ductmen, and similarly unscrupulous individuals. It's not particularly powerful or accurate, especially considering it's size as a full sized submachine gun, but it's cheap and readily available.
Cost:
Name: CA-IDW 4
Ammo:30
Type: Submachine gun (Dexterity)
Wound Modifier: NA
Weight: 7
Minimum attack dice: NA
Melee Modifier:-2
Bonuses:Full Auto (If used causes 1d4 wounds, but attack pool is reduced by 1/3)
Range:1-5:0
5-8:-2
9-11:-4
12-15:-6
16 on NA
Environmental Damage:1
Description:The Cloudcutter Arsenal's Interior Defense Weapon MK 4. A standard on many airships, carried by crewmen patrolling tight interior spaces.
Cost:
You're missing normal machine guns. I'm not sure if that's intentional, but I'd think miniguns wouldn't be the only large suppression-style gun.You know what I would fine hilarious, and what would probably be for many tantamount to dancing on the graves of their ancestors? If for the purposes of simplicity, the ammunition sizes would be put only in whole numbers.
And I really like what you're doing with the guns. What with the company names, and the stats you have for them. Makes a gun nut like me squeal in delight! :P How are you going to handle ammunition? Just "Subgun ammo, Pistol ammo, Rifle ammo", or "5.7x28, 9mm, 5.56"? And are you going to have special cartridges, like incendiary?
You're missing normal machine guns. I'm not sure if that's intentional, but I'd think miniguns wouldn't be the only large suppression-style gun.
And I really like what you're doing with the guns. What with the company names, and the stats you have for them. Makes a gun nut like me squeal in delight! :P How are you going to handle ammunition? Just "Subgun ammo, Pistol ammo, Rifle ammo", or "5.7x28, 9mm, 5.56"? And are you going to have special cartridges, like incendiary?
Although... Thear, why is "5mm" better than "5.56"? It's just one character less. Granted, it does have a double, but still.More like 2.5 five characters. 5 vs 5.56. Come On! We have to save RAM space, and wasting bytes is no way to behave!
Both of you are correct. The full name is 5.56x45mm NATO. 5.56 millimeters wide, 45 long. There's two reasons it's not confusing to call it 5.56- one, that's common shorthand for the round. Two, 5.56 inches would be more tank sized, and it would be easy to tell that it isn't that from context.And why do I always have this sinking feeling in my chest when someone decides to seriously answer one of my jokes. Really.
Also, if you're going to play the "Confusing" card, 5mm is more confusing and inaccurate. First, there's actual rounds which are called 5mm. Second, it isn't five millimeters, it's 5.56. Third, if you do that to 5.56, then you have equal reasoning to call every other 5.x round a 5mm, like a 5.7. And the difference between those two is big, but not enough you could tell which someone is talking about just from context.
Why do I feel like I'm just feeding a troll...
You know what I would find hilarious...If this wasn't a clear indication enough, this: "Come On! We have to save RAM space, and wasting bytes is no way to behave!" , and this: "Isn't bigger=better?" should have ticked you off.
Also, if you're going to play the "Confusing" card, 5mm is more confusing and inaccurate. First, there's actual rounds which are called 5mm. Second, it isn't five millimeters, it's 5.56. Third, if you do that to 5.56, then you have equal reasoning to call every other 5.x round a 5mm, like a 5.7. And the difference between those two is big, but not enough you could tell which someone is talking about just from context.is irrelevant, because why have any rounds that are not full
I think that's the third time I've read one of your joke posts and taken it seriously. I should probably work on my detection skills, because I parsed those as more insulting than joking. But still, could you please put a [/sarcasm] or something in? For the less perceptive of us?It was kinda both. The idea was a joke. The argument is behind it is serious.
In general I just have trouble with not answering a question when it's about something I'mknowledgeable aboutobsessed with.
Anyways, this argument is going nowhere fast, so I think I'll just drop it. It's really a matter of preference, and most people would probably prefer that we use generic ammo names. I have no idea how I managed to get in an argument about something so minor to begin with...
I'm the gun nut, right?
First idea is fine. It's simple and quick, and not at all confusing. Second idea is also good, assuming you don't mean ALL revolvers can take any of three type. Between them, I guess I'd prefer the second
My preference would be similar to the second, but there's only three main sizes. Pistol, intermediate, and rifle is what they're called in the real world. Within each size are two or three types that most guns of that size use, and each of those types has a basic description of it's traits. Those traits don't actually need to affect the bullet. It's just a number and name, and possibly a weight. The guns would actually have the stats. So a person can look at ".22 SMGs" and find a bunch of guns that have the traits of a .22.
Now you have me thinking about this... If you want, I could easily write up a short list of calibers, each with those traits.
I like the idea of ammo being very expensive. As Thear said, it gives a better reason to use melee weapons. It also makes things like "This type of ammo is cheap" more important.
Oh, and irrelevant to whatever you choose, I suggest you have proprietary ammo that's used in only one or two guns, is extra expensive, and is better than most other guns in that category in some way.
a book about guns for authorsAhem? Name?
Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.I assume that in order to get flesher guns you need to be a flesher. Seems to be shaping up to be a pretty big choice that will set "us" (players) apart for the rest of the game.
Where can I get one?
I would be interested as well.Quotea book about guns for authorsAhem? Name?
Spoiler: 5mm "Whisper"(Light pistol): (click to show/hide)Spoiler: S&A 8mm (medium pistol): (click to show/hide)Spoiler: 12mm "Hellfire"(Heavy pistol) (click to show/hide)Spoiler: 6mm Long(Light automatic): (click to show/hide)Spoiler: .249 (Large automatic): (click to show/hide)Spoiler: BK .232(Light Sniper): (click to show/hide)Spoiler: .350(Medium sniper): (click to show/hide)Spoiler: .60 AMR(Anti-materiel rifle): (click to show/hide)
Also, I've only now noticed you only really have four important stats for guns. Size, clip size, range, and damage. And I doubt most people will care about the first two. I suggest adding accuracy, at the very least. Say, some guns start their range increments at +2, or -2. Also, maybe different ranks of automatics? The "Buzzbox" for example says it has a high rate of fire, but it's the exact same as every other SMG.
http://www.amazon.com/gp/product/089879370X/ref=oh_details_o00_s00_i00?ie=UTF8&psc=1Quotea book about guns for authorsAhem? Name?
Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.You'd have to be either a flesher, or get one second hand. Which has it's fair share of dangers.
Where can I get one?
Using a clockwork weapon doesn't use a clockwork skill. It uses the weapon skill. Knowledge of the specific technologies will deal more with repairing or creating or using non-weapon technology. Plus the game world should be such that regardless of what you chose, you should find work, make money and be useful.Those organic guns sound kind of like Tyranid weaponry from Warhammer 40K.I assume that in order to get flesher guns you need to be a flesher. Seems to be shaping up to be a pretty big choice that will set "us" (players) apart for the rest of the game.
Where can I get one?
I do question whether it should be such a linear progression that it appears to be for different techs. I'm talking about:
Clockwork << Standard << Steam << Surface (With Organic to the side.)
I mean, especially when we're talking about sinking a lot of character skills into one of these specializations, and I would expect we would pick one or at the most two to specialize in. Since we're not sure yet how the game is going to run, and what exactly we're going to be doing in it, I can't really go into too much detail. But would it really be fair to have someone put points into something (Clockwork) that will see heavy use in the first few months of the game, but then will rapidly become useless as people are able to afford "better" techs?
Of course, once again, I may be wrong on this account. But that's what it looks like to me right now.
Yeah, the steam thing is really just a way to explain how they do less damage organics then clockwork. Then again, clockwork fires miniture circular saws so I guess even normal bullets would do less damage. Ah well.I would be interested as well.Quotea book about guns for authorsAhem? Name?
So, I wrote up a list of eight normal cartridges already, because it was actually sort of fun. They're semi-based on reality.Quote from: Quick and dirtySpoiler: 5mm "Whisper"(Light pistol): (click to show/hide)Spoiler: S&A 8mm (medium pistol): (click to show/hide)Spoiler: 12mm "Hellfire"(Heavy pistol) (click to show/hide)Spoiler: 6mm Long(Light automatic): (click to show/hide)Spoiler: .249 (Large automatic): (click to show/hide)Spoiler: BK .232(Light Sniper): (click to show/hide)Spoiler: .350(Medium sniper): (click to show/hide)Spoiler: .60 AMR(Anti-materiel rifle): (click to show/hide)
Also, I've only now noticed you only really have four important stats for guns. Size, clip size, range, and damage. And I doubt most people will care about the first two. I suggest adding accuracy, at the very least. Say, some guns start their range increments at +2, or -2. Also, maybe different ranks of automatics? The "Buzzbox" for example says it has a high rate of fire, but it's the exact same as every other SMG.
Now that you mention all the tech levels, I think this would be too much. I wrote this assuming it would be built for thirty or so guns (Based off the number of SMGs you already have). But if there's four tech levels, this would just lead to way too much bloat. Four or five cartridges, max, would be what I suggest now.
Also, that bit about the steam weaponry cauterizing the wound is really silly. Most bullets in normal guns are pretty much liquid by the time they leave the barrel already, and they don't really cauterize anything.
And I personally hope that Piecewise will finish the Perplexicon book first, before getting into this again.Me too, actually.
Me too, actually.