Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
August 01, 2015, 03:19:02 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  STORMSURGE - Warstrider Gaming for Mastercraft
« previous next »
Pages: 1 ... 8 9 [10] Go Down Print
Author Topic: STORMSURGE - Warstrider Gaming for Mastercraft  (Read 4374 times)
Gatac
Handler
*****
Posts: 937


The power of Stark compels you!


View Profile WWW
« Reply #135 on: October 31, 2014, 03:12:03 AM »

Coolness. I've been thinking about the gadgetry in my designs for a while, too, the prevalence of sensors and EW. I can't speak for everyone else, but I feel like they usually end up in the design after I've figured out armor (ALL THE ARMOR) and what I want as a weapons load. To a degree, I think there's a tendency to want to be prepared against striders with similar electronics (Mechonics? Stridonics?) loads, kind of a peer-to-peer combat thing, Battlefield Superiority striders - the analog of modern-day F22s and PAK-FAs. On the other hand, the design option I have consistently underused is Speed and Handling upgrades - mostly because Eurowalker designs are built to not rely on either, but also because it feels like the base weight classes are good enough without those upgrades. The Handling in particular: I can see the case for a strider with a Handling of, say, 4, for a "hero" machine, maybe 5 if you're really pushing it? But I don't see the point of a Handling beyond 3 for a mass production line strider - we're talking about keeping up with pilots who have a Dex of 16, which is pretty damn high for a faceless mook. Building an effective strider with a Handling of 3 is a piece of cake.

I'm starting to think that this is a situation rather like said fighter aircraft, where we're entering a phase that we can easily design aircraft to exceed maneuver g-loads a pilot can cope with. Likewise, we can easily design striders that are so maneuverable that there's maybe a half dozen people in the whole world with the reflexes and quick tactical thinking (not to mention resistance to motion sickness) that they can fully take advantage of these hot rod machines. I mean, on a fluff level, that makes sense to me. But on a crunch level, it leaves me thinking "Okay, so these are options I do not need, what else do I spend points on? Sensors, I guess." See, I might not always have the power reserves to operate them, but if its sensors or nothing, why not sensors? There's no penalty for not maxing out my design point budget just as there's no bonus for leaving points unassigned, other than vague fluff about cost. That said, I can totally see a future contest where a hidden criteria is '5 or more unspent design points', representing either a particularly thrifty design or one that has weight and power budget for future upgrades by their operators.

What I'm saying is, if high Handling had some benefit even for your average faceless mook, I'd look a bit harder at those upgrade options, and maybe not fall back on "MOAR GADGETS" when I still have points to assign. It doesn't have to be super-big. Like, spur of the moment, how about adding Handling as a bonus to the pilot's Initiative roll? When similar machines go up against each other, it effectively balances out. Light Striders are more spritely off the starting line than Assault monsters. The only issue I can see right now is that this gives Striders a boost against everything else on the battlefield, but then again, isn't Striders being more mobile and able to react quicker than conventional vehicles kind of their fluff raison d'etre?
Logged
Valentina
Control
******
Posts: 2487



View Profile
« Reply #136 on: October 31, 2014, 08:31:01 AM »

Ditto-ish.
Handling is over-priced and under-valued; to be frank when it's a special order quality I get a bit Tongue and ACE specializes in Striders that are near the bottom of handling upgrade costs.

As correctly noted the proliferation of gadgetry underlines it's (probably excessive) bang-for-buck value. There is precedent for that though; looking at model upgrades in military aviation changes to electronics are some of the most common -what doesn't fit under the dashboard can be hung on external pods.

Tangent: maybe the hybrid-flight designs should get reduced Handling upgrades costs?

The weapon/armor/powerplant ratio seems to be pretty damn good though. I know I've spent hours agonizing over just how much plating to scrape up to make the Hoplite's weapons and turret costs balance out just right with enough left over for enough electronics to keep it from being utterly disabled by EWS tricks or the like. That design has a real vulnerability to being knocked over and to missiles, but for what I think the rest of it does that's acceptable.

Just mentally meandering now, but I wonder if the the inherent problem is that it's like trying to build a tank into a fighter jet? The problem is that if you're trying to improve a fighter improving it's flight qualities is the most overall effective set of changes to make. Trying to fit it to be more durable is generally a giant waste of energy for minuscule gains -though notable exceptions exist like the legendarily durable A-10 Thunderbolt 2.
However the A-10 isn't an air-superiority design by miles and is more like a kind of specialized helicopter than it is like the rest of it's brethren.
Hmm. Anyway, is what makes Striders work advances in weapons tech? Like I'm guessing an Abrams or Challenger-2 can't stand up to a commonplace Stormsurge payload; a tank that can't survive a direct hit is just a cost sink. So Striders are just harder to hit and more able to use terrain variations for cover.

Part of it is the broad range of possible encounters, right? This is The Bloody Dark; it's warfare in every type of terrain except the Arctic. Tanks can't stomp jungles and aircraft have monstrously high upkeep costs for the national/tribal/corporate/contractor forces involved. But you can squeeze a Scout or Light Strider in and around the trees, dip it in the lakes and trudge it up the mountains -and still massacre any idiot with an AK who decides to try himself when you arrive.
I'm guessing that that's the kind of the magic number: tough enough to laugh off HMG fire means being able to cow 90% of TBD encounters. And unlike the modern crapholes of war IED's are only of limited use because roads aren't quite as mandatory. They're still valuable and worth protecting, but just lying in wait for a fat target's less useful when A) the target's not as obliged to show up and B) isn't some national military trying to win hearts and minds and can in fact sweep for IED's or their caretakers with a flametongue.

Forgot where I was going with all that, but maybe it'll still be useful.
« Last Edit: October 31, 2014, 08:34:54 AM by Valentina » Logged

"Cui bono?" -Lucius Cassius Longinus Ravilla, 127 BCE.

"Hier stehe ich, ich kann nicht anders" -Martin Luthor, 1483-1546.
Morgenstern
Control
******
Posts: 5727



View Profile
« Reply #137 on: July 28, 2015, 08:47:50 AM »

  I'll be picking this project up again as a roleplaying setting (some Origins, listing setting appropriate interests, nations and the big companies as Renown tracks, ect.) and I've been pushing hard to get all the New Pie base classes done so I thought I'd put this here for people looking forward to fighting from inside the many cool machines created by the StormSURGE storyline Smiley.

ACE
  Vehicles are one of the great force multiplies of the modern age and you control yours like an extension of your own body.
  In your campaign, an Ace could be...

•   A maverick combat pilot as dangerous in a barroom brawl as in the cockpit of his fighter
•   A coolly calculating bounty hunter who never gets left behind when the mark runs for it
•   A hardened survivor that’s lost everything... except his car
•   An eager bush pilot ready to do more with his piloting skills than just dusting crops
•   An internationally wanted wheelman who always makes the news with his spectacular getaways

  Power: Vehicular warfare. Through a combination of superior skills and carefully tuned machines you are simply the best when there are engines to rev and tight turns to made. Your abilities adapt to any timeframe, from street racers to robotic battle-mecha to star-fighters.
  Party Role: Specialist/Combatant. While the majority of your abilities enhance the use of vehicles, you are still a respectable threat in a dust-up.
  Build: Dip into Ace to put a sweet, sweet ride in your garage. Commit to Ace to become a legend on the streets while collecting some surprisingly practical survival skills.

Class Abilities
  The Need for Speed (core ability): You always keep a little something extra in the tank for emergencies. Once per session as a free action you may reveal the depths of your driving skills, gaining a temporary Transport feat of your choice until the end of the current session. You may spend 2 action dice to exchange this feat for a different Transport feat of your choice at any time.

  Magnum Opus: At Level 1 you gain one or two vehicles with a combined Reputation value of up to 10 + your class level + your Profession ranks. These vehicles do not count against your prize limit and are fully repaired or replaced during each downtime of 3 days or more. You may redesign or reselect these vehicles each time you level up or have a downtime of 1 month or more.
  At Level 10, your Magnum Opus vehicles are considered “elite” designs and may include an additional common or trademark feature at no cost (see page XX).
  At Level 20, you may divide your Reputation budget between up to three Magnum Opus vehicles.

  Ride or Die: At Levels 2, 11, and 19, you gain DR 1 and any vehicle you are operating gains a 1 point teamwork bonus to resistance against all vehicle damage types.
  (Teamwork stacks, but cannot exceed +4)

  Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain an additional Ranged Combat, Gear, or Transport feat.

  Road Warrior I: At Level 4, your maximum rank in Expertise increases by 1 for every Transport feat you have (maximum +4). Your maximum rank in Profession increases by 1 for every Gear feat you have (maximum +4). Your maximum rank in Survival increases by 1 for every Ranged Combat feat you have (maximum +4).
  Road Warrior II: At Level 8, once per adventure, you automatically succeed with a vehicular Maneuver check if you have the appropriate field for that vehicle (DC up to 50).
  Road Warrior III: At level 12, add and distribute Armor equal to your ranks in Profession to any vehicle you own.
  Road Warrior IV: At Level 16, your maximum morale is increased by your ranks in Survival.
  Road Warrior V: At Level 20, you may now automatically succeed with vehicular Maneuver checks up to three times per adventure.

  That's How I Roll: At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.

•   Bag ‘Em for Transport: When you apply bonds they cost +2 action dice to be slipped.
•   Bring the Thunder: Your reputation cost to pulls strings with Military factions is halved, round up.
•   Hoard: Your maximum Prizes increase by 3.
•   I make this look good: Once per session as a free action you gain a temporary Style feat of your choice until the end of the current session.
•   On Your Feet: Once per scene as a full action you may automatically rally an adjacent character. They rally with Health equal to your Determination modifier (minimum 2) and Morale equal to your Grace score. Their maximum morale is reduced by their Career Level until the end of the scene.
•   Respected: you gain 40 reputation that must be spent on Respect.
•   Sneak Attack: You gain 2 additional dice of sneak attack damage.
•   This is a Street Fight: Your base melee attack bonus is equal to your career level when using improvised melee weapons.

  Nerves of Steel: At Level 14 your Precision rises by 5 and your Guile rises by 2.
« Last Edit: July 28, 2015, 08:52:08 AM by Morgenstern » Logged

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
Valentina
Control
******
Posts: 2487



View Profile
« Reply #138 on: July 28, 2015, 07:28:48 PM »

(click to show/hide)

(click to show/hide)

Also does this supercede/compliment the Stormbringer?
« Last Edit: July 28, 2015, 07:32:22 PM by Valentina » Logged

"Cui bono?" -Lucius Cassius Longinus Ravilla, 127 BCE.

"Hier stehe ich, ich kann nicht anders" -Martin Luthor, 1483-1546.
Morgenstern
Control
******
Posts: 5727



View Profile
« Reply #139 on: July 28, 2015, 08:02:38 PM »

Also does this supercede/compliment the Stormbringer?

  As this harvested some parts from the Stormbringer but doesn't actually fall into precisely the same role, I'm currently thinking that the Stormbringer will be repurposed into an expert class with obvious ties/synergy with the Ace (things like Road Warrior I & II at 4/8).

  But after playing with the Stormsurge design rules, I'm sure you can tell what a beast a Ace 12 will be in a warstrider compared to the basic walker: full insurance, +2 resist all damage, a 1/adventure that's impossible, a free feature, and a heap of extra armor. You should feel like a gorram KING on the battlefield at that point. The Conan of mecha-jokeys.

  What is best in life?  Cool
Logged

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
Valentina
Control
******
Posts: 2487



View Profile
« Reply #140 on: July 28, 2015, 08:10:50 PM »

Drone and Spoilsport? Evil

"To drive over the enemies before you and hear the lamentations of their wingmen!"
« Last Edit: July 28, 2015, 08:13:43 PM by Valentina » Logged

"Cui bono?" -Lucius Cassius Longinus Ravilla, 127 BCE.

"Hier stehe ich, ich kann nicht anders" -Martin Luthor, 1483-1546.
Pages: 1 ... 8 9 [10] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!