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Subject: 
Re: A question about BrikWars robots
Newsgroups: 
lugnet.gaming
Date: 
Thu, 17 Aug 2000 14:28:14 GMT
Viewed: 
4346 times
  
In lugnet.fun.gaming, Mike Rayhawk writes:
> No problem, but I have to object.  Giving everybody new and better ways to
> avoid being productive isn't necessarily a service to the community.
  Um, no comment.  :-)


> I'm also going to try and put in some fancy Javascript calculators so you can
> just type in desired stats and it will cost everything out automatically.
  Neato!


> Ha ha, this is great stuff, but I think I'll save energy shielding for when we
> write the Spacefleet Battles supplement.  I'm going to try and wait to add any
> new sections to RV until we've got it more consistent and less confusing.
> 
> But, don't feel discouraged from using energy shields in your own battles,
> these rules look pretty workable.
  Ok.  Un-official supplement.


> >  The shield can be overloaded.  If it takes more than n*AV damage in a
> > single turn, it will fail.  It then takes damage via the sub-system ker-pow
> > table.  I haven't decided what n should be.  I'm thinking, 2-3.  Or maybe
> > scaled based on TL.  TL - 3?
> If you don't mind a little extra bookkeeping, maybe you could do it like this:
> whenever n>1, the shield loses (n-1)*d10 from its AV, recovering 1d10 per turn
> afterwards.  "Captain!  Shields down to 37 percent!"
  I was really trying to avoid bookkeeping.  I was trying to follow the spirit
of the combat system.  You survive the attack or you die.  I toyed with a hit
point like system and discarded it because of bookkeeping.


> >  Shields would be TL5 or higher only.  Additionally, an attacking weapon • from
> > a higher TL force ignores shielding.  Their weapons are able to circumvent • it.
> 
> Energy weapons might be able to circumvent the shields, but physical attacks
> probably wouldn't.  (If we ever get Spacefleet battles done, this will be
> dependent on having a Science Officer on board).
  Again.  I was just trying to keep it simple.  I think I might drop this rule
all together on RV style shielding.


> I can't remember who I was talking with about shielding a few months ago, but
> we were talking about making two additional types of shields: deflectors, for
> physical projectiles and attacks, and energy shields, for energy-based
> attacks, each of which would be cheaper and less Power-intensive than generic
> shields which covered all types of attacks.
  That was me.  I think it would add too much complexity for this.


> >  Shields add 1 blox of weight to the vehicle.
> You might want to make weight vary depending on the power of the shield and
> the size of the protected area.  If you wanted, you could cover your vehicle
> with multiple generators protecting smaller areas rather than a single
> generator protecting the whole vehicle.
  I like this idea.  I think I'll add a constraint that a given generator can
only cover so many blox.  I think I may need to tune the cost and energy based
on this.  I'll think about it.  But then again, I'm thinking about this for
robots.  They shouldn't be that big.  Hmm.


> He should be able to swing the axe if he's on the inside of the shield radius.
  I meant to imply that.  However.  A minifig would be hard pressed to swing an
axe in 1" of space.


[power consumption]
> That's a good idea, I think I'll change the Cloaking Device rules to do the
> same thing.
  Glad you like it.


> You'd definitely have to make some decision about how and when the shields
> could be activated, deactivated, or set to something in between - probably
> only at the beginning of the unit's turn.  Secondly, you might want to allow a
> modification to the shields which let you concentrate shielding to one side -
> allowing you to sacrifice aft shielding to give yourself double forward
> shields, for instance.
  I'd like to try to avoid the complexity of forward vs aft and such.  If I
decide to go with area limits, this can be used to similar effect.  I was
thinking that shields were on or off.  No 37% mess.  Changing them would occur
during a unit's turn.  Weapons can be fired out through shields.

    Thanks for the input,
     Gino A...



Message is in Reply To:
  Re: A question about BrikWars robots
 
(...) No problem, but I have to object. Giving everybody new and better ways to avoid being productive isn't necessarily a service to the community. (...) I'm also going to try and put in some fancy Javascript calculators so you can just type in (...) (26 years ago, 16-Aug-00, to lugnet.gaming)

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