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Author Topic: Airship Combat: Rocket man.  (Read 69937 times)

Remuthra

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Re: Airship Combat: Rocket man.
« Reply #660 on: August 14, 2013, 11:25:51 pm »

Hah, just a flesh wound. Now come here, ya weakling!

Thearpox

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Re: Airship Combat: Rocket man.
« Reply #661 on: August 14, 2013, 11:26:19 pm »

(Looks at two Piecewise posts in a row.) And that is the problem with PM'ing everything. The thread is practically dead.
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Rolepgeek

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Re: Airship Combat: Rocket man.
« Reply #662 on: August 14, 2013, 11:41:12 pm »

Well, I would post in the thread, if I was in the match. But I'm not. :(

I WANT FIGHTS
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piecewise

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Re: Airship Combat: Rocket man.
« Reply #663 on: August 14, 2013, 11:46:42 pm »

Well, I would post in the thread, if I was in the match. But I'm not. :(

I WANT FIGHTS
Fill out a character sheet and I'll throw you in vs whoever wins.

mastahcheese

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Re: Airship Combat: Rocket man.
« Reply #664 on: August 15, 2013, 02:18:27 am »

So far that's looking like me.

I'm considering just waiting to see how long it takes for him to bleed out at this point. He doesn't have any points in medicine.

Sending PM.
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Urist Mc Dwarf

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Re: Airship Combat: Rocket man.
« Reply #665 on: August 15, 2013, 07:29:13 am »

question aboout modular airship test. Will we just have infinite parts?

Toaster

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Re: Airship Combat: Rocket man.
« Reply #666 on: August 15, 2013, 08:46:34 am »

Delicious blood.
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Octobomb

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Re: Airship Combat: Rocket man.
« Reply #667 on: August 15, 2013, 10:55:47 am »

Oh dear. Well, PM sent.

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.
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piecewise

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Re: Airship Combat: Rocket man.
« Reply #668 on: August 15, 2013, 12:45:05 pm »

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.

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.
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.

See, the reason this is set up as it is, is because I've tried several different combat systems before and they always had the problem of either forcing people into a narrow stat focus or creating god stats. Agility, for instance, since it determined who attacked first and if you could dodge. Or forcing someone to stat heavy into dex just so they could use any ranged weapons. I like this system because it lets people have long and short range capacities with a variety of skills and none of them stand out as massively better then the others. I'm rambling.


If the current system really bugs people I can just change it to be something more traditional; an Agi for who goes first, dex for aiming, strength for damage in melee, etc. sort of thing. Or split the weapons skills up further.  Although, I'd like to see it perform in melee before I scrap it.
« Last Edit: August 15, 2013, 12:50:01 pm by piecewise »
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Thearpox

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Re: Airship Combat: Rocket man.
« Reply #669 on: August 15, 2013, 02:10:30 pm »

Quote
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.

And that's probably exactly the way it will perform in game. i.e.: not be used much. Mind you, I'm not anti-gun. It's just that this is not a JRPG, and people aren't going to use swords when they can use guns. Unless you give them reasons that is.

I'll shut up about the rest of what you said since you already heard a lot of me. Maybe I'll start speaking again on the topic after several days.

Quote
after all, most weapons share the same features
... :(
« Last Edit: August 15, 2013, 02:34:15 pm by Thearpox »
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Why are 100% of my posts in ER? I already have another account. Created this one specifically for playing.

Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

Octobomb

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Re: Airship Combat: Rocket man.
« Reply #670 on: August 15, 2013, 02:22:38 pm »

Oh no, I like the combat system! For melee, just have the the str dex and agi weapons generalized into 3 categories - after all, most weapons share the same features - str hits slow but hard, etc. Then you name them on a case by case basis and change anything required.
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GreatWyrmGold

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Re: Airship Combat: Rocket man.
« Reply #671 on: August 15, 2013, 03:51:19 pm »

If you want players to be melee, give them incentives. Swords can't hit enemies on nearby ships, not ones across your ship, or really anywhere very far from arm's reach, but if you add charging mechanics or something people might take up the sword.
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Rolepgeek

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Re: Airship Combat: Rocket man.
« Reply #672 on: August 15, 2013, 03:59:15 pm »

http://i.imgur.com/THNPX31.png
My character.

I'd like a Longsword and a Revolver, if I can. Revolver is dex, right?
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Thearpox

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Re: Airship Combat: Rocket man.
« Reply #673 on: August 15, 2013, 05:15:08 pm »

By the way, are the any disadvantages to using a rifle butt as a strength weapon, compared to a hammer?
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Why are 100% of my posts in ER? I already have another account. Created this one specifically for playing.

Not online every Friday evening till Saturday night. If I am listed as online, I am still not online, as my computer has an annoying habit of waking up to the tiniest distraction and then going off to sleep again.


List of links to charts and graphs here. Work in progress. Check it out?

piecewise

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Re: Airship Combat: Rocket man.
« Reply #674 on: August 15, 2013, 08:46:23 pm »

Oh, I wasn't saying I want to force or even encourage it. I just want to see how the system handles it. I'm curious. Anyways:

Spoiler (click to show/hide)

Toastarrr sidles along the wall and pops out around the corner as Dave tries to run north. The bullet catches Dave straight in the throat; it tears through his larynx and clips his carotid artery. He stumbles forward, into the high cover of the wall, gurgling blood through the hole in his throat.
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