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 91 
 on: July 20, 2014, 03:34:54 PM 
Started by Sinnesfrid - Last post by Sinnesfrid
Also something to keep in mind is that xp is not divided between party members in FC. So the 830xp is 830 each, not 415 each.

Shouldnt it be 83*20= 1660xp and not 830 then?

 92 
 on: July 20, 2014, 03:22:14 PM 
Started by Antilles - Last post by Ares
Ah ok, I'll edit that.

 93 
 on: July 20, 2014, 03:08:32 PM 
Started by Antilles - Last post by Antilles
And I've finished digesting the seventh book. It's pretty neat, most of the meat is on book 1, a slightly expanded opening, maps for Frosthamar and Aldencross, Aldencross being expanded with NPCs, buildings, sidequests and such. The rest is mostly end-game things, stuff that you could pick up along the journey and that could have an effect on the last book but weren't included, either for space or because they simply forgot. Almost half the book is dedicated to three MinionQuest adventures, stuff designed to be played at cons where the players are hapless minions tasked to do something tangentially related to the AP, but from the point of view of undergeared and understatted minions. Oh, and they added some more things to flesh out GrumbleJack, which is nice.

All in all, not overly much I'll be using in this game, as it's lengthy and time-consuming enough as it is, especially for a PbP. And we're already passed most of the useful Book 1 stuff. At least the new character portraits for just about every named NPC will come in handy...

Ares: Don't forget the priest specifically invited you in the afternoon, as he's busy giving last rites to the innkeeper during the morning.

 94 
 on: July 20, 2014, 02:57:04 PM 
Started by Morgenstern - Last post by Gatac
A bit of explanation and reasoning, if I may. Ignore if you do not care for design wank.

Artillery has a lot of bang for the buck, with high damage and range for low design points. This is chiefly balanced by the new Indirect quality. I originally futzed around with concepts like applying damage the round after the weapon is fired, but only if the target hasn't moved since then, but letting the player secretly pick another square to target as an attempt to lead the shot, and maybe it should just target squares instead of striders to begin with, and...and...and no. I looked at 2.0's Hangtime Rules, which are cool for when you have an AH-64 send a Hellfire at a skyscraper and your agents have two rounds to kill the big bad, shoot out the windows and dive out the other side with their gadget wingsuits. However, in a game where multiple striders are gonna be slinging this stuff at each other every round, we need less bookkeeping. Anything that starts in a round should be resolved in that round, because otherwise we have a big spreadsheet of arty fire coming down next round while everyone moves from under it, and it just turns into a huge round of whack-a-mole with high explosives. Besides, missiles and sniper cannons at extreme range don't suffer from hang time either - projectile velocity is just not A Thing except for armor-piercing effects or attack bonuses, and it would feel weird to just slap Arty with it.

So, go back to step one. What do I want as game effect? Make it suck at hitting moving targets. Bam, make an effect that only applies to moving targets - but you need something that you can resolve at time of the attack roll, so you don't get attacks rolled and then the other player decides to move and we have to recalculate again. In short, action->result. So instead, we look back at the round before, which is information that we actually have at the time we roll the attack. It may not make as much intuitive sense, but it's vastly easier to play with. Okay, so we have a penalty condition, what's the penalty? Auto-misses are lame. Some kind of numerical penalty...and it's harder to lead targets at long range - wait a minute, we have range penalties already. Make those worse! Double, no, triple them! There, arty now sucks at engaging moving targets while still being good against stationary stuff. (You may notice auto-mortars and the fastgun don't have a range penalty at effective range, meaning they actually don't experience any suck against moving targets. Deliberate - they can be depressed to be useful as short-range direct fire assault guns. Nasty little trick and a good reason why you don't want to try to rush a strider armed with them.)

Now, whenever you run into something that's a categorical limit of the tech, you try to beat it. People don't like living with the fact that arty sucks against anything that can dodge. Turns out, in the real world, there's long been attempts to make artillery smarter than just shooting big dumb shells into the air and hoping the math holds out. Excalibur and Copperhead are artillery rounds with guidance fins and laser seekers. Would the future figure out how to mass-produce and field those guys? Yeah, they sure would. Enter longguns, the ideal rear-echelon weapon - reach and punch of a missile, but much cheaper to field. You just need to make sure your target stays put or painted.

Speaking of painted...kind of a death sentence, isn't it? If you pull it off, your allies will just rain death on your target lock before it gets a chance to respond. The best you can do against it is to have a smokescreen up, but who has time to lay down smokescreens all the time? Enter the fastgun. Laser warning sensors are a thing even now, as are systems like Boomerang that can locate shooters in seconds. Put all that into a spritely little cannon on a fast mount with semi-automatic targeting algorithms, and you have a "MAKE LASER GO AWAY" button. It's short range, and it's weak, and it doesn't deal well with a moving target at all, but it's also fairly cheap, and it makes you think twice about parking either your arty or your spotter in one place. Plus, you never know what the next weapon with Vengeance looks like...

Okay, but what if you don't want the fancy? What if you need a strider that can blast something stationary to hell, and doesn't care about trying to catch some zippy little strider? Enter the auto-mortar. Heavy firepower on the cheap, the auto-mortar exists to stomp on poor defenseless fortifications. A strider will move, or try to shoot down the shells with its AMS, but once you free a weapon system from having to account for countermeasures, well, it turns out you can pack in quite a lot of boom. And even AMS isn't that great an idea what with multiple armored projectiles incoming, so it's much better to move. And that's true for all of these - artillery forces enemy striders to be on the move, actively hunting down scouts who provide target designation.

TLD;DR: Artillery - because war isn't fair.

(P.S.: I've looked into statting strategic missile weaponry and other WMD delivery systems, but with the lack of sensible uses in tactical combat, that's probably best built as gear that just sucks up design points, core slots and power with no concrete game effect beyond "Fuck you and your entire zip code". Once I've got those worked out, we're gonna build us some Metal Gears. Stay tuned.)

 95 
 on: July 20, 2014, 02:49:11 PM 
Started by spinningdice - Last post by Ares
After receiving Drin's answer, Creamor went back to his room. On this particular occasion, he had no desire to waste power on his disguise until he needed to.


 96 
 on: July 20, 2014, 02:08:03 PM 
Started by Morgenstern - Last post by Morgenstern
Crazy busy ATM (last 36 hours to prep for my pilgrimage) but I will definitely plug those into the spreadsheet!

 97 
 on: July 20, 2014, 02:06:12 PM 
Started by Morgenstern - Last post by Morgenstern
  Well, obviously my visit to my folks didn't exactly come complete with oodles of free time the way I expected Tongue.

  I'm in the final stages of prepping for the San Diego Comic Con, so I'll actually be forcibly unplugged for the next week. then  few more days at my folks, then setting up my own place again for a few months.

  I'm actually struggling a bit with unique contracts. I have probably enough niches left to fill out this turn, but when I look at the full catalogue, I see the means for many of the smaller buyers to meet their needs by ordering existing designs. I have 1-2 turns of strong storyline in mind, but I wonder if we would be best served by playing out another year or so and then setting the result as the default campaign start for tabletop play?

  Either way, I have been very pleased with the field test of the design system. I'm mulling over adding some less "grounded option for folks who want to use it in support of other (more anime) settings, but as a straight near-future military themed tool-box you guys have definitely exceeded my expectations.

 98 
 on: July 20, 2014, 11:51:43 AM 
Started by Twin Agate Dragons - Last post by Remy LeBeau
Any updates on a possible release date yet?

Also, my biggest concern is that SC1 had many serials and adventures, whereas SC2.0 had none that I can remember.

As a dm/storyteller with just an ounce of creativity, i really depend on these written adventures as opposed to a custom campaign of my own limited imagination.  Will you guys be taking a page out of Paizo's book and be releasing adventure paths or story lines that can take players from level 1-20ishish? Or will this just be a bunch of sourcebooks...."here you go" throws them on the table type stuff.  I know World of Darkness was like that. And I love their system too...but our games die so easy as there are not many good adventures for that system either.

And i understand as a business man that it all comes down to income, resources, and available writers.

Thanks for any replies.

 99 
 on: July 20, 2014, 11:16:32 AM 
Started by Korik1 - Last post by Korik1
Hello and welcome back to You Don't Meet In An Inn!

This week we continue our first extended series, Apocalypse World.

In episode 7 of the playthrough the party begins the dangerous task of infiltrating the dreaded Scooters' camp and run into some trouble in the process!

You can find the podcast on itunes [here](https://itunes.apple.com/us/podcast/you-dont-meet-in-an-inn/id882993415), on not-itunes [here](http://youdontmeetinaninn.libsyn.com/), and our [RSS](http://youdontmeetinaninn.libsyn.com/rss).

You can follow us on twitter at [Notaninn](https://twitter.com/Notaninn) or email us at YouDontMeetInAnInn@gmail.com

We hope you enjoy listening!

 100 
 on: July 20, 2014, 10:53:51 AM 
Started by Sinnesfrid - Last post by Nuaurpy
Toss on a shield and that makes him a giant sized hoplite

More like a 'hop-heavy'! *dodges incoming fruit and/or vegetables*

Nope, that made me happy, thank you.

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