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Author Topic: Aurora Skies (Earth Defence 2.0 setting discussion)  (Read 11012 times)
Sletchman
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« Reply #30 on: April 09, 2012, 07:41:38 PM »

There's 2 options that I can see.
Hard Solution: Modify the entire gear list.
Easy Solution: New weapon / Armour qualities and upgrades.

Say the aliens fire some kind of specialised ammo that pierces standard armours with ease, you give the specialised CETT stuff resistance against that ammo.  Weapons are the same - a quality that changes their damage type to a customised damage and give the aliens DR[X]/[Blah].  So the custom CETT weapons will harm them, while regular ones will do between nothing and bugger all (with destructive devices still hurting them just fine).  You could also give out more "free" upgrades for each weapon pick that is part of the players mision gear - to represent the extra funding and having world class armourers on staff.

In terms of regular gear - put it right into the mission parameters.  In the briefing if the mission is undercover and your players are silly enough to take a prototype alien tech weapon with them, then hit them with so much exposure it makes their head spin.  They'll either learn really fast or get burned and have 2 sets of enemies.


FWIW: I haven't responded to the thread because I haven't quite got my head around the setting (you've taken a totally different approach to world building then I normally do, so this is a great educational experience - seeing "how the other half live", so to speak).  The April Fools post also went right over my head - my reaction was literally "what makes this an april fools joke?".  Had no idea the Stargate books are kinda collectors items - chalk up a victory for the anal retentive Sletchman (who has all his gaming books in those clear plastic bags stores use, just like his comic collection - including all the Stargate and Silver/Black line SC books).
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RusVal
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« Reply #31 on: April 10, 2012, 02:27:10 AM »

Easy Solution: New weapon / Armour qualities and upgrades.

Say the aliens fire some kind of specialised ammo that pierces standard armours with ease, you give the specialised CETT stuff resistance against that ammo.  Weapons are the same - a quality that changes their damage type to a customised damage and give the aliens DR[X]/[Blah].  So the custom CETT weapons will harm them, while regular ones will do between nothing and bugger all (with destructive devices still hurting them just fine).  You could also give out more "free" upgrades for each weapon pick that is part of the players mision gear - to represent the extra funding and having world class armourers on staff.

Special ammo... you mean like some sort of "Armor Piercing" round?  And to resist, have armor with even better DR?! By golly, heís onto something! Shocked
Kidding aside, the main problem is that Iím trying to avoid too much tech creep by going crazy with gear add-ons and stat increases.  And the old technique of using the same table scale slightly tweaked to represent future gear is that itís too busy representing the conventional gear already.

FWIW: I haven't responded to the thread because I haven't quite got my head around the setting (you've taken a totally different approach to world building then I normally do, so this is a great educational experience - seeing "how the other half live", so to speak).

Yeah, I get the feeling the way Iím approaching this is different then most people, since this is the first time Iím GMing anything.  Though you can be rest assured that the fluff will be interesting.  (Being an amateur unpublished sci-fi author has its advantages)

The April Fools post also went right over my head - my reaction was literally "what makes this an april fools joke?".

Itís not an actual race in the setting, for one thing.  Also, itís basically just one big ďGun BunnyĒ joke.

Had no idea the Stargate books are kinda collectors items - chalk up a victory for the anal retentive Sletchman (who has all his gaming books in those clear plastic bags stores use, just like his comic collection - including all the Stargate and Silver/Black line SC books).

I might have overblown it a bit when I said that.  Itís less a ďhefty priceĒ and more ďnot as down as I would like itĒ.  Tongue
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Sletchman
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« Reply #32 on: April 10, 2012, 02:38:29 AM »

Easy Solution: New weapon / Armour qualities and upgrades.

Say the aliens fire some kind of specialised ammo that pierces standard armours with ease, you give the specialised CETT stuff resistance against that ammo.  Weapons are the same - a quality that changes their damage type to a customised damage and give the aliens DR[X]/[Blah].  So the custom CETT weapons will harm them, while regular ones will do between nothing and bugger all (with destructive devices still hurting them just fine).  You could also give out more "free" upgrades for each weapon pick that is part of the players mision gear - to represent the extra funding and having world class armourers on staff.

Special ammo... you mean like some sort of "Armor Piercing" round?  And to resist, have armor with even better DR?! By golly, heís onto something! Shocked
Kidding aside, the main problem is that Iím trying to avoid too much tech creep by going crazy with gear add-ons and stat increases.  And the old technique of using the same table scale slightly tweaked to represent future gear is that itís too busy representing the conventional gear already.

I didn't mean AP, I meant more like:
Alien Tech Whizbang Ammo upgrade: This changes the damage type from Lethal to Whizbang.
Alien Monster I (100xp): DR20/Whizbang.

So magical advanced ammo punches though the alien armour like butter, but has no real advantage otherwise.  It also makes the monster immune to a whole wack of non-upgraded stuff.  Like I said though, that's the super quick and simple solution, as opposed to the realistic (and involved) one.

FWIW: I haven't responded to the thread because I haven't quite got my head around the setting (you've taken a totally different approach to world building then I normally do, so this is a great educational experience - seeing "how the other half live", so to speak).

Yeah, I get the feeling the way Iím approaching this is different then most people, since this is the first time Iím GMing anything.  Though you can be rest assured that the fluff will be interesting.  (Being an amateur unpublished sci-fi author has its advantages)

The fluff so far is definitely cool.  Just totally opposite to how I start work on any given setting.  Not that that's a bad thing.  I'm looking at this thread as an athropological study of sorts... Wink
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RusVal
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« Reply #33 on: April 10, 2012, 03:47:01 AM »

Quote from: Sletchman link=topic=6119.msg110156#msg110156
I didn't mean AP, I meant more like:
Alien Tech Whizbang Ammo upgrade: This changes the damage type from Lethal to Whizbang.
Alien Monster I (100xp): DR20/Whizbang.

So magical advanced ammo punches though the alien armour like butter, but has no real advantage otherwise.  It also makes the monster immune to a whole wack of non-upgraded stuff.  Like I said though, that's the super quick and simple solution, as opposed to the realistic (and involved) one.

Oh right, the "silver bullet" solution.  (Doi  Tongue )
Not as big a fan of that as an overall setup, mainly for two reasons:
1.) I don't want standard Earth weapons to be completely worthless, just reduced in effectiveness, 'cause the PCs might end up in a situation where they are forced to scrounge from that armory.
2.) I don't want to give too much away, but the aliens (in this setting) aren't all using the same type of armor.  Heck, some aren't even wearing armor.

Now I'm not saying that a silver bullet scenario wouldn't be a bad idea (needing to use lasers to take down the walkers in XCOM come to mind), just on more of a case by case basis.

On the other hand, some new qualities wouldn't be too bad, maybe a modification to the AP and DR rules.  Some types of armor only suffer (X) amount of AP when it is (Y) type, stuff like that.  And lasers' main advantage being that despite low damage, it effects all armor types fully.

Also, JSYK, the "upgrade" I was thinking for CETT ballistic weapons was something like a strap-on Guass-Assist system that they attach to the barrel and firing mechanism.  The idea being that they can get hyper-improved performance while still using the large stocks of standard ammo still lying around.
It also allows them to requisition guns on the fly as long as they have spare parts with them.
« Last Edit: April 10, 2012, 12:51:36 PM by RusVal » Logged

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« Reply #34 on: April 10, 2012, 04:06:58 AM »

Fair points.  AP resistance should work pretty well (just put it right next to Explosive and Falling and away you go).  I also should have made the silver bullet comparison - my bad, wasn't thinking right.

I take it for lasers you're not using Laser damage as is?  Replacing AP [DMG] with AP [All]?  Or did I misunderstand you there?
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RusVal
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« Reply #35 on: April 10, 2012, 02:51:10 PM »

I take it for lasers you're not using Laser damage as is?  Replacing AP [DMG] with AP [All]?  Or did I misunderstand you there?

Actually I am leaving it as is, just with extra stuff.
Well, I should explain.

Off the top of my head, I can think of three non-standard damage types (for guns at least) and three types of advanced armor:

Damage
Hyper-Velocity - Application of E=MC2 to the extreme.
Laser - Like, pew pew, man.
Burning (Working Title) - Things like plasma and exotic types of ammo. (Transformers SABOT, I'm looking at you)

Armor
Reactive - Something like how the HEV suit from Half-Life works.
Reflective - Warning, damaging this type of armor could mean [DMG] years bad luck.
Restructured - 'cause I needed a fancy word that starts with "R".

I'm still working on the details, though I'm trying to set it up that certain types of armor can counter certain types of damage (Reactive -> High-Velocity, Reflective -> Laser, Restructured -> Burning) with a degree of reduced AP against other types, except for lasers.  Maybe Armor Piercing Resistance/[blah], which doesn't effect Laser damage?  And maybe [Blah] Resistance, which can effect Laser damage?

Man, and I haven't even touched the big, the weird, and the slamashy yet.   Tongue
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« Reply #36 on: April 10, 2012, 03:16:23 PM »

I wouldn't call sabots exotic.  You can buy sabots for shotguns and muzzle loading rifles.
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« Reply #37 on: April 10, 2012, 04:04:39 PM »

They have been used for centuries to clog up machines  Wink
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« Reply #38 on: April 10, 2012, 04:24:56 PM »

I wouldn't call sabots exotic.  You can buy sabots for shotguns and muzzle loading rifles.

Normal sabots aren't, though the ones portrayed in the Transformers movie certainly were.
Maybe I should have used the ammo the aliens in Battle: LA as an example instead...
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« Reply #39 on: April 10, 2012, 06:37:41 PM »

Normal sabots aren't, though the ones portrayed in the Transformers movie certainly were.
...
Hmm.  I missed the third Transformers flick, so I can't speak to those, but in the second I don't think they were using anything but the standard depleted uranium sabots.  ...  Wait, are you talking about the grenades?  When dude to the bike, laid it down and shot up into the "groin" of that Decepticon?  That was a 40mm grenade.  There is all kinds of crazy you can put in grenades, but sabots are not really on that list.  Maybe for the 25mm semi-auto grenade launcher that was the OICW.

I can see automatic shotguns being right handy for CETT.  You can pack a bunch of pain into a 3" shotgun shell, including tasers, sabots, incendiaries, and explosives.
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« Reply #40 on: April 10, 2012, 09:30:30 PM »

I recall in the first one a soldier told everyone that Sabot rounds burned at 6000 degrees and were more effective against the regenerative armour of teh decepticons.  Sounded like an incendary that was called the wrong thing to me.
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« Reply #41 on: April 10, 2012, 11:07:19 PM »

Given that we're talking about Michael Bay's Transformers, I think anything more than things fall down instead of up is beyond the level of realism we can expect.  Those bullets in the movie are just handwavium that allows the important human characters to be slightly more than pointless versus the giant advanced space-faring robot aliens that are all but immune to tanks and rocket launchers.
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« Reply #42 on: April 11, 2012, 05:42:56 AM »

I recall in the first one a soldier told everyone that Sabot rounds burned at 6000 degrees and were more effective against the regenerative armour of teh decepticons.  Sounded like an incendary that was called the wrong thing to me.
Given that we're talking about Michael Bay's Transformers, I think anything more than things fall down instead of up is beyond the level of realism we can expect.  Those bullets in the movie are just handwavium that allows the important human characters to be slightly more than pointless versus the giant advanced space-faring robot aliens that are all but immune to tanks and rocket launchers.

What they said.  I understand what a sabot is (dart sleeved in a "cup" that falls away once fired.  It's designed to apply the same amount of energy from the shot into a smaller area, which allows for better armor piercing capabilities), and was clumsily picking on a Michael Bay movie.

The point I was trying to make, though, was "Burning" weapons, whether it's from blobs of plasma or some fancy alien material, literally cuts through a material like a hot knife through butter, and that an armor type that has been "Restructured" to not burn as easily can counter something like that.
Maybe a mod to Fire damage?  I don't know, I still need to work the system out.

I can see automatic shotguns being right handy for CETT.  You can pack a bunch of pain into a 3" shotgun shell, including tasers, sabots, incendiaries, and explosives.

Oh sure, though I am tempted to slap a pump on the AA-12, if only to allow for DRAMATIC SHOTGUN COCKING ACTION.
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« Reply #43 on: April 11, 2012, 06:02:52 AM »

I recall in the first one a soldier told everyone that Sabot rounds burned at 6000 degrees and were more effective against the regenerative armour of teh decepticons.  Sounded like an incendary that was called the wrong thing to me.
DPU rounds are pyrophoric, so 6,000 degrees isn't completely out of the question.  It's probably wrong, but Wikipedia doesn't say.  It is possible that a writer did some research and that 6k number is correct.  (And the MEU tanks at the end of two were giving better than they got against the Decepticons, they just seem to be immune to small arms and hard to hit with bigger man portable stuff.)

Oh sure, though I am tempted to slap a pump on the AA-12, if only to allow for DRAMATIC SHOTGUN COCKING ACTION.
A speaker in the buttstock, and a button you can push whenever  you want that noise.   Tongue  Grin  (Or you can just rack the action.  The sound of a bolt loudly chambering a round is intimidating in its own right.)
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« Reply #44 on: April 11, 2012, 05:20:50 PM »

What they said.  I understand what a sabot is (dart sleeved in a "cup" that falls away once fired.  It's designed to apply the same amount of energy from the shot into a smaller area, which allows for better armor piercing capabilities), and was clumsily picking on a Michael Bay movie.

Also, they get to be made out of harder materials because the bullet doesn't have to engage the rifling in the barrel, the sabot does that.  And of course the bullet loses less velocity in the barrel, for the same reason.
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