Subject:
|
Re: A question about BrikWars robots
|
Newsgroups:
|
lugnet.gaming
|
Date:
|
Thu, 17 Aug 2000 14:28:14 GMT
|
Viewed:
|
1602 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 (...) (24 years ago, 16-Aug-00, to lugnet.gaming)
|
7 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|