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Post by Gravedust on Oct 19, 2016 10:27:26 GMT -8
Please use this thread to sign up for the game, and for any questions about the game/rules/etc. you may have.
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mydad
Full Member
Posts: 121
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Post by mydad on Oct 20, 2016 11:10:56 GMT -8
Howdy, Gravedust. Signing up now, will read the rules later.
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Post by vikinghelmet on Oct 20, 2016 11:42:16 GMT -8
Long time lurker, first time poster. Your games are neat, this looks like a fun one to jump into.
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Post by Gravedust on Oct 20, 2016 20:06:10 GMT -8
Awesome, thanks. I'm going to keep sign-ups open through the weekend and hopefully we can get going around monday.
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Post by Abyssal Squid on Oct 20, 2016 20:33:38 GMT -8
Itsa me, Mario! Letsa rock-and-roll!
e: Rules seem pretty clear for the most part, though I haven't studied how attack and damage rolls work exactly. Couple questions about weapons. 1, does the pistol take up an equipment slot? -1 movement and +1 detection seems like an awfully heavy price to pay for having a sidearm. 2, when you reload, does that transfer ammo 1:1 into the weapon, or does it refill the weapon completely and only deplete the reload by 1?
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Post by Gravedust on Oct 20, 2016 22:44:02 GMT -8
Itsa me, Mario! Letsa rock-and-roll! e: Rules seem pretty clear for the most part, though I haven't studied how attack and damage rolls work exactly. Couple questions about weapons. 1, does the pistol take up an equipment slot? -1 movement and +1 detection seems like an awfully heavy price to pay for having a sidearm. 2, when you reload, does that transfer ammo 1:1 into the weapon, or does it refill the weapon completely and only deplete the reload by 1? Yeah the rolls in this one are not as simple and uniform as I'd like, I may be refining them some in the future. I guess the most important one to remember is that the considerations for normal firing rolls are [Range] and [Target Evasion]. Geist Evasion is usually lower than for Soldiers, except for certain S-class. For most Soldier rolls, their Skill rating equals the number of dice they get to roll when they try to succeed at something. (So if you have a Firearms of 3, roll 3D20 to see if you hit.) (plus a bonus D20 if you don't Move that round) Pistols are really awful, and I don't expect anyone will actually use them. They are there mostly for flavor and so they can be 'magically' equipped to soldiers who wouldn't otherwise have any armament. (An alternate version of this game had a system where you would buy stuff for your solders with points. So if you felt like being cheap, you could get a pistol for free if you didn't buy them a weapon. That version also didn't have equipment penalties, now that I think about it. >.> ) In this game evry unit will the starting with ARC rifles and ammo, and a few heavier weapons will be available at the start. As for reloads, they work as per your second explanation. 1 'box' of a reload fills up all the ammo 'boxes' of a weapon.
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Post by Abyssal Squid on Oct 21, 2016 7:19:55 GMT -8
Sounds legit. I could see pistols being "free" equipment on special units, like civilians, VIPs, and EW teams. Pilots and heavy weapons teams seem like flavorful fits too, but mechanically I can't see any reason not to give them assault rifles instead.
Also I checked out the probability tables on Anydice and holy cow is 2 a huge improvement over 1. Giving pistols mainly to people with a Firearms of 1 seems like a good balance to making them "free."
"Free" could mean no penalties for equipment slot used, or not even using an equipment slot at all. Idk, having them as the first item on the list makes me think they're important!
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Post by Gravedust on Oct 23, 2016 17:01:16 GMT -8
Howdy folks! Sorry for the lapse in getting the writeup fixed, I would up with a lot less time this weekend than I was expecting. I think things look a bit better now but will still need more consideration/changes/polish. I'm just tired and I don't feel very clever right now. I think I will do one more call for sign-ups tomorrow, but after that we will be rolling. Below is a summary of changes/corrections, so you don't need to reread all the rules again. GENERAL RULE CHANGES============================================Amendment movement: No diagonal moves.-------------------------------------- We're just not going to bother with it... 4 directional movement only for vehicles and troops. Addition to vehicle rules re: turning:-------------------------------------- If a vehicle take up more than 1 square, when turning they can use any square they cover as a center to pivot around. Vehicles use 2 movement to turn 90 degrees. Added Feature, equipment storage:-------------------------------------- EQUIPMENT STORAGE--------------------------------------------- in addition to being carried by soldiers, Equipment can be cached in storage crates or other areas on the map, and in some cases can be stored inside vehicles. Passenger/Cargo Crew Slots inside vehicles can hold up to 6 pieces of equipment, OR a single soldier. Note that a Passenger/Cargo slot must be completely empty of Equipment for a soldier to occupy it. Addition to spotting rules:Automatic spotting on attack----------------------When a unit attacks, it will automatically be detected by any unit that has line of sight to it. WEAPON CHANGES===============================================+ Service Pistol removed. +AP Rocket damage changed to 50/30 from 40/30. ROLL CHANGES===============================================+ Addition to Standard attack rolls of Firearms/Gunnery:A natural 20 results in a hit. + Amendment to Ballistic rolls:Roll should have been D20*[#Gunnery] Vs. [Difficulty], with no range modifier. Thank you to Abyssal Squid for finding this. + Amendment to G-class Geist kill rollThere isn't one. If a G-class is reduced to 0 health, they die. Again thanks to Abyssal Squid for pointing this one out. +Amendment to Blast Attack roll:1d20+[Defense]+[Cover] vs. [Blast] Removed effect of body armor. + Clarification to flying vehicle piloting rolls:Note that if a flying vehicle's move takes it through multiple areas with adjacent terrain, the roll is made using the part of the move with the highest difficulty. (I.e. the point with the most adjacent terrain squares)
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mydad
Full Member
Posts: 121
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Post by mydad on Oct 24, 2016 18:37:39 GMT -8
The description of the Giant class gheists is incomplete and cuts off mid-sentence.
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Post by Gravedust on Oct 24, 2016 20:57:19 GMT -8
..Yeah I need to fill out the rest of that section in general. I ran dead out of time at the end there. Hopefully I can get to it in the next day or two...
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Post by Abyssal Squid on Oct 29, 2016 9:54:23 GMT -8
As the guy with all the indirect firepower, I can't help but notice the only weapons affected by the rangefinder are the grenade launcher and the rifle grenades. Where the birth certificate mortar Obama where.
So lemme propose some preliminary stats for a mortar.
Damage: 15/5 (AoE: 1, Blast: 16) Range: 35 (Ballistic, Difficulty: 20, Drift: 5) Ammo: 1 Reload: 3 Can't be used while moving. Also comes with smoke ammo, which behaves exactly like smoke grenades once fired.
It's slow to fire, not very accurate, and has unimpressive damage, but provides AoE support from tremendous range for an infantry weapon.
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Post by Gravedust on Oct 29, 2016 11:51:11 GMT -8
Yep yep. I was planning to include a heavy mortar as a support weapon*, but a man-portable version could work too. Those look like pretty good stats at first glance, so maybe I can get them going for next mission or something.
By support weapons I mean weapons that are too big to really be man-portable, and would need to be essentially towed by vehicles, require no movement to shoot, and require an action to set up/break down before they could be moved. (You may notice that the Buffalos had a [tow] stat, which I (think) i have since removed, so we won't be getting into that stuff til later, probably.
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Post by Abyssal Squid on Nov 18, 2016 10:21:34 GMT -8
In case anyone is wondering about ammo efficiency, here's the best case scenario for various weapons on interest:
ARC: 1 kill * 5 shots * 5 reloads = 25 kills
Frag Grenades: 9 kills * 2 shots = 18 kills
MMG/Grenade Launcher: 9 kills * 3 shots * 1 reload = 27 kills
LMG: 9 kills * 2 shots * 2 reloads = 36 kills
So if you're trying to get the most dakka for your dineros, LMG is clearly the way to go for large packed masses of enemies, while ARC is most efficient when they're not conveniently packed.
Frag Grenades are pretty inefficient, but sometimes you really need an AoE attack. Substantially less effective than a Grenade Launcher for the weight, but I guess beggars can't be choosers.
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Post by Abyssal Squid on Dec 5, 2016 10:09:07 GMT -8
With ATVs being open-topped (I'm assuming) can soldiers do stuff without dismounting? Firing weapons and using the rangefinder are the main things I'm thinking about.
If it IS possible, it seems like something that would be difficult, maybe imposing a penalty of 1 to Firearms, Gunnery, and Tech. If your weapon skill is 1 and you fire from a moving vehicle, that'd mean you'd roll 0 dice for your attack! Potentially useful for grenades of various sorts, though.
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Post by Gravedust on Dec 5, 2016 16:16:59 GMT -8
Yeah, I was thinking about that, it's one of the many things that didn't make into the current ruleset...
I'll have to find a way to write it up succinctly and designate which compartments can be fired out of, but in general yeah, such a thing should probably be possible. I'd probably say a difficulty increase to attack rolls, to avoid the 0 dice problem) and possibly any weapon or item that requires no movement to be used also can't be used from a vehicle. Let me think about this a bit and I'll get back about it.
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Post by Abyssal Squid on Jan 11, 2017 11:36:22 GMT -8
I know this was a month ago, but I don't think being reduced to 0 dice is really a "problem" as far as elegance goes. If you would be reduced to 0 dice, you simply can't take that action. It's a lot simpler to understand what it means for the math than changing the target number.
Anyway, Number Crunching: grenades vs scarabs
Scarabs have [Evasion:4][Defense:5] against Damage: 16/5 (AOE:1)(Blast:15) for grenades (GL 'nades have +1 blast but eh). They very conveniently cancel out to a target value 11 for both dodging the blast and for soaking the damage, which is a 50% chance (rolls of 10 or lower fail).
Against three scarabs, here's the odds of...
...hitting:
0x 1x 2x 3x
12.5% 37.5% 37.5% 12.5%
...hitting and killing:
0x 1x 2x 3x
42% 42% 14% 2%
Calculating the results of two grenades gets really complicated really fast but I'll give it a shot. Back of the envelope gives me a 17.8% chance that all three of them survive two grenades, which, well, that's about a 1-in-6 chance. I'll work out the whole decision tree later, maybe. e2. okay I'd pretty much have to recalculate the whole outcome tree again for every single one of these outcomes, that's something like 100 times the work I've already put in. NOT WORTH IT.
e1: every outcome of the first grenade:
Number is [Unharmed][Wounded][Killed] 300 210 201 120 111 102 030 021 012 003 12.5% 18.8% 18.8% 9.4% 18.8% 9.4% 1.6% 4.7% 4.7% 1.6%
Or in a different order, [Alive][Wounded] 30 31 32 33 20 21 22 10 11 00 12.5% 18.8% 9.4% 1.6% 18.8% 18.8% 4.7% 9.4% 4.7% 1.6%
Grenade-wounded scarabs have a 75% chance to be killed when hit by second grenade, or ARC fire.
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Post by Gravedust on Jan 11, 2017 14:50:31 GMT -8
I know this was a month ago, but I don't think being reduced to 0 dice is really a "problem" as far as elegance goes. If you would be reduced to 0 dice, you simply can't take that action. It's a lot simpler to understand what it means for the math than changing the target number. Blah, yeah, sorry, I've been getting bad at responding to things. I suspect I am trying to do too much at once. : / Hmn. I hadn't thought about 0 dice in terms of 'you just can't.' But yeah, I agree that it's not as bad as I was somehow envisioning, and actually it might be a useful tool for this system and a few other 'roll lots of dice' systems I fiddle around with from time to time... That's a really good suggestion, thanks.
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Post by vikinghelmet on Jan 11, 2017 20:37:33 GMT -8
Correct me if I'm wrong, but I don't think Geist can be wounded? From the game rolls section, M and S class Geist are either killed outright or unharmed by attacks - wounded is a soldier-only status. G class have hitpoints, but we haven't seen any of those yet.
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Post by Abyssal Squid on Jan 11, 2017 21:22:11 GMT -8
They don't have HP but they do have armor, which I'm assuming does get depleted on S-class geist as well as G-class. Grenades reduce it by 5, which increases the ARC and grenade kill rate from 50% to 75%.
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Post by Gravedust on Jan 12, 2017 9:30:36 GMT -8
S-class do not currently have armor, (though they did for a while which is why you may see references to them having it)
Originally I wanted them to, (in small amounts) but having to keep track of armor values across a lot of units (and have a way to identify them, at a pretty small map scale) is something I wanted to avoid.
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Post by Abyssal Squid on Jan 12, 2017 13:12:20 GMT -8
Oh, I thought Defense and Armor (on geist) were synonymous because they interact with Damage the same way. That makes the Armor Reduction stat irrelevant to anything but G-class, though that's not the end of the world. Does make the Battle Rifle strictly worse than the ARC against anything but G-class, though.
If you'd be willing to put in more work :V I've got an idea that'd be way simpler than tracking wound levels: if a geist soaks an attack but by no more than [lower of Defense, Armor Reduction], it is Stunned, however you'd want Stunned to work for geist.
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Post by Gravedust on Jan 12, 2017 14:26:40 GMT -8
If you'd be willing to put in more work :V I've got an idea that'd be way simpler than tracking wound levels: if a geist soaks an attack but by no more than [lower of Defense, Armor Reduction], it is Stunned, however you'd want Stunned to work for geist. Most of the system is based around keeping the amount of per-unit upkeep really really light so the game can handle large unit numbers easily and in general keeping things quick to run since I don't have a lot of time. Even the 'modular' way I'm handling vehicles and equipment is built around being easy for me to modify quickly. (So far it works pretty well, the thing that I spend the most time doing on the current map is moving all the civvies around. ) So I'm loathe to include any more calculation, unit flagging/unflagging and/or remembering to modify stats than I think is strictly necessary and I probably won't introduce a wounded state for Geist for that reason. (Instead I'll bring you a blotch of 20 Mobbers with little overhead. And yep, Armor Reduction is only important to the player side when attacking the G-class. Though on the defensive side considering a Geist's Ar.Red (since they ALL have at least 1 point of it) is important when considering what you can afford to stand vehicles in front of. (Well, it will when heavier vehicles are introduced. Right now I wouldn't consider anything you've got now very tanky, figuratively or literally.) And yeah. I will probably adjust the battle rifle somewhat after this game.
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Post by Abyssal Squid on Jan 12, 2017 20:37:37 GMT -8
Yeah, I figured that'd still be too complex for the huge numbers of units you're dealing with, hence the :V. Good thing I've got another idea lined up, "critical hits."
When you make an attack roll and the die comes one of the #[Armor Reduction] highest results (or lowest for dodging explosive attacks), the attack is a Critical Hit. Then for the kill roll, treat damage as +5 or +10, or ignore geist defense, or it just kills instantly with no need for a kill roll. For instance, H. Assault Rifle would crit on a 20, B. Rifle on 16-20. Since A.R. already does something against g-class, they shouldn't also suffer crits.
I just feel like there should be a little bit more to differentiate the weapons, and this is an attribute they already have. One weird side effect is that if you go for difficult shots, more landed hits will be crits. That kind of works as an abstraction of the B. Rifle's accuracy at range, but not so much with MMG area fire. Also it means geist dying more quickly, but that's easy to compensate for by boosting geist stats. >:3
EDIT: easiest and least unbalancing would be "on a 20, always hit and add AR to damage." Thanks to dice pools, 20s come up pretty often, and this doesn't require additional charts.
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mydad
Full Member
Posts: 121
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Post by mydad on Jan 20, 2017 11:54:39 GMT -8
Random armor related idea: Since regular geist don't have hitpoints, just a dead/not dead threshold, why not give their armor the same treatment? They don't lose any armor until they're hit with something that has an equal or higher AP rating, at which point they lose all of it. Just keep the armor slightly lower than you initially intended in order to compensate for the all-or-nothing approach. You could indicate which ones have had their armor pierced by giving them a differently colored outline.
There, now you have just one binary thing to track and show on them, and the armor value is known from their stats and doesn't need to be displayed.
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Post by Abyssal Squid on Jan 20, 2017 16:45:00 GMT -8
If I'm reading Gravedust right, it sounds like M and S class geist are going to stay simple tokens with absolutely nothing to track on them. I can respect that, I'm not the one rolling all the dice here, but it does limit the possibilities.
I think "On a 20, add A.R. to damage" is as streamlined as it can get without making it a flat modifier to damage, and even that's pretty close to that anyway. Here's a completely out-there idea that involves tracking a thing:
"Every time a player attack hits a class S geist, add that weapon's A.R. value to the Armor Counter. If the counter reaches or exceeds 20, subtract 20 and that attack ignores Defense." Super abstract and finicky, but it doesn't affect how rolls are made or looked up.
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Post by vikinghelmet on Jan 20, 2017 18:24:53 GMT -8
Defense/Evasion is kinda like armor for the lower geist, it has a very similar mechanical effect in any case.
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Post by Abyssal Squid on Jan 21, 2017 16:27:29 GMT -8
Yeah, that's what got me confused in the first place! Here's a third, completely different approach, since I love game design almost as much as I love playing games: new keywords "Piercing" and "Semi-Piercing," and an adjustment of weapon damage values. Piercing weapons ignore Defense, Semi-Piercing weapons ignore defense when the attack roll is odd (ie slightly less than half the time). Except for the LMG and the niche case of plinking at Giants with the Battle Rifle, the ARC is the best Firearms weapon in pretty much all circumstances. Here's how I'd change the weapons, and my reasoning: ARC: 15/0. This is the baseline that the game is balanced around. H-AR: 16/1 S. With its short range and puny Armor Depletion, the HAR isn't a good choice against Giants. This change makes it substantially more effective against Schmucks without making it scale unreasonably against Mooks. BR: 12/5 P. Its low damage gives it an unimpressive kill rate, but it's consistent regardless of target. Best used to thin the ranks of incoming Schmucks, or else soften up a Giant. EXC/SMG: 20/0. This is your trench broom, sweeping up anybody who gets too close. Substantially less effective against armored enemies, insofar as they don't immediately melt when you point this at them. F Shotty: 22/6 P. Whatever you point this at will die. Full stop. Even Giants will feel the pain. Grenades: 15/5 S. Dropping the damage a point to compensate for making them SP, this still makes them more effective overall. Thermite Grenade: 19/15 P. Grenade equivalent of the Flechette Shotgun, but also a panic button against a Schmuck that's gotten too close. Rockets: RPG and HE-R are S, AP-R is P. Idk, I'm not sure there's any need to discourage using the RPG against Mooks and Schmucks beyond the opportunity cost, but it's kinda flavorful? The machine guns are good already. Yeah, I'm calling M- and S-class geist "Mooks" and "Schmucks" respectively now. Anyway, I think that gives all the weapons distinct roles and adds the least overhead of anything I've come up with so far, since it doesn't involve tracking anything across actions, it only involves memorizing which weapons are P S or neither instead of the precise Armor Depletion value, and it doesn't involve any arithmetic. Piercing applies automatically; even Semi-Piercing is resolved using a roll that's already being made, and with a very simple, universal check. Edit: TO MY EX GRAVEDUST: Just because I wrote a lot of words doesn't mean that I'm not enjoying the game. Just the opposite, I'm keeping myself engaged with the game while you're busy with irl stuff. Also, this is really a minor balance and flavor issue that doesn't need to be addressed immediately. I just was surprised that the rules were different from what I thought and I jumped into the Theorycraftmobile. I'm kinda itching to run a game of it myself, but I can understand if you'd rather keep Geist close to your chest.
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Post by Gravedust on Jan 25, 2017 11:12:59 GMT -8
No problem, I'm glad you're interested enough to be engaged. I may not always respond to everything, but I can promise that I will always read whatever feedback is given. Game design is (obviously, look at this forum) a big hobby of mine as well, so I do appreciate the thought that goes into your suggestions, even in I may not run with them. One of my findings when doing game stuff has been that games always wind up about 3 times as complicated as you expect/intend. So I've been consciously designing the simplest systems possible, and my tendency now is to resist adding new stats/features/etc unless they've proven absolutely necessary. (Another goal I have adopted is to be 'kind' to the players (and gm) and try require as few lookups as possible. (because lookups suck.) Kind of a side note, but one thing I do want to mention along those lines is that the game in it's current state is very much a minimum viable product. Meaning that all the major pieces are there (troops, vehicles, geist (which spellcheck always tries to turn into 'gets'), macro-geist, and enough weapons cover all the major bases) so the basic moving pieces can be seen working together. But there is a lot planned that isn't currently really represented, so there are gaps where objects that fill certain niches just aren't there yet, or some systems that exist because of things that haven't been introduced yet. (Ex: weird anomalies like the BR's 20-range, which ordinarily would make it useless, except that macro-geist have negative evasion values. (The BR is a bad example though, since it tries to do 2 jobs and sucks at both of them. It will probably become 2 different weapons at the next revision. One to snipe distant S-class or high-evasion mobs (using a range-reduction bonus) and another to chip the armor off G-class from range.) And the current G-class you can see don't really indicate that the higher tiers of G-class can have armor values up into the ~300's, which are more or less completely unstoppable by infantry and you need heavy armored vehicles firing AP ammo to deal with, which aren't in yet, or CHEM rounds/grenades/rockets, (very high armor reduction, but rare) which also aren't in yet, etc etc. I'm actually really excited to eventually have things like MBTs and Gunships and off-map artillery, (and commensurately nasty Geist as well, in larger numbers than have been seen so far.) Anyway. I'm inclined to believe the current system works well enough that it doesn't need any additions at the moment. The infantry weapon power curve has more or less been established, (though it will get modified some) and all M-class and the vast majority of S-class Defense values will be kept within a range that does not exceed what infantry weapons are capable of handling, (to some extent or other) and heavy vehicle weapon damage ought to be high enough that it'll be impossible for an M or S to soak it. So really we just need to be careful of creating Geist with really high Defense values, because there is an obvious gap between the defense/armor systems. But if we need a really tough Geist, we can just make a it a G-class with reducible Armor and a health pool, and we won't need to worry about a 90-Defense Geist that can soak everything forever. I would just come out and say 'Defense caps at [value]' but I don't know what that number is quite yet, and I'm sure it'll change a few times based on what weapons are added. But I will say that M and S classes will always be killable by Infantry, because they are intended specifically to be fought by Infantry. I can also say that high-defense Geist will probably be less numerous than high-evasion Geist. M will always be cannon fodder, S will have some survivability and usually some gimmick or other. …Now having said ALL THAT: The solution you came up with is a good one. It slots in very nicely with the current game, and the only real downside I see is the need to remember which weapons are P, S, or - , though that's pretty minor. Hooking the semi-piercing effect into the hit roll is a nice touch. But since I think I can manage the potential problem by keeping Defense values reasonable, I probably won't be implementing it right now. Perhaps in the future if things don't go as planned. : / …If you decide you want to run a Geist-like that's fine by me. In the case of this exact game though it's got a long way to go before it's full-featured or balanced, and I'd wait a bit for things to pan out more. >.>
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Post by Abyssal Squid on Jan 28, 2017 12:56:02 GMT -8
The weird thing about the Battle Rifle is that it doesn't really fill its intended role, but it's still one of the best infantry weapons. It's about on par with the RPG launcher for taking down Giants, and it's a marginally-worse ARC for everything else. The MMG and grenade launcher are the only other infantry weapons I'd even consider using to wear down a Giant, and the B. Rifle has far more ammo than any of them.
Speaking of which I'd like to keep multipurpose weapons around, because of the harsh carrying capacity limit. At most you can carry two weapons and ammo for one of them,* so there's a strong incentive to put the specialty weapon away until it's needed. That problem might diminish when we start missions with more thorough briefings though.
Anyway things like the Heavy Assault Rifle really deserve appreciable buffs. If nothing else, just boosting damage on the high end would help: HAR: 18/3 SMG: 21/0 (I forgot that a defense roll of 20 would soak a damage of 20) FSG: 25/15 (its short range means it needs to do serious armor damage to be worth the danger) Rockets: even more damage idk
I'm starting to think explosives might need some changes too, though that might be as simple as increasing Blast values across the board. It looks like you assigned initial numbers before deciding you'd give Geist additive modifiers. :V
*One last thing, unrelated to weapon balance talk. If I understand correctly, a soldier with a full inventory and no ammo reloads has to reload like this: soldier A (who has an ammo reload) reloads their own gun, A and B swap guns, then A reloads the other gun, for a total of four actions. This hasn't come up just yet but it's gonna soon. Think it'd be fair to replace the swapping with a handoff, like this? A reloads own gun, then A spends an action to handoff ammo unit and B reloads with it.
That way, soldiers get to keep their personal rifles, and the cost of not having everyone carry ammo is reduced somewhat.
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Post by Gravedust on Jan 29, 2017 1:30:02 GMT -8
Gonna respond real quick since I need to pass out... In part this game was designed to cause logistical problems for the players to solve, when it comes to movement, troop loadout, ammunition, etc. How you are going to do things like get ammo to troops who need it, or make sure your AT (well, AG, in this case) weapons are placed so they'll be available if you need them, move troops around rapidly, etc. are things I want the players to think about, in addition to the front-line action. So I'm not inclined to make these problems easier, I'd rather encourage thought on how to work around them. And how to react when your logistical plans fail is also meant to be a big part of the game. Did the engine just got shot out of the transport you were going to use to evac your guys off the map? Wat do now? (actually, that could semi-easily happen to VC on the current map, one more hit to the cargo compartment and 3 of those guys are left stranded.) But anyway, soldiers not being able to carry enough crap is actually by design. >.> That's why I give you a lot of them, so that while some/most are fighting a few of them can be scurrying around delivering ammo, or just sitting in reserve on an ATV with a rocket launcher Awaiting The Call, or something. (you were doing that earlier, actually) ...But yeah the single-gun reload hot-potato footsie special sounds obnoxious. I think what I may just do is permit soldiers to grab a reload off of someone else's ammo stash (or out of one in a vehicle) as an Action. Still creates problems where guys with hipster weapons like H.Ar have to carry their own gun-food, get it from a runner, or else travel in packs, but ~LOGISTICS!!!~ You'll figure it out.
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