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Xynar Commander


Joined: 10 Aug 2003 Posts: 285 Location: Northwest Indiana
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Posted: Wed May 16, 2007 11:41 pm Post subject: |
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Gry Sarth wrote: | Hummm.. I don't know. A dodge seems like too brief a movement for the MFTAS to be used effectively. The system would have to be able to effectively predict the future in order to aid on a quick subtle dodge. |
It's hard to stop foward momentum. _________________ Xynar
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Thu May 17, 2007 7:13 am Post subject: |
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Xynar wrote: | It's hard to stop foward momentum. |
And that's the reason why Stormtrooper (following official rules) has better chance to hit a moving target than immobile target? Makes no sense for me. Reduction of penalties - yes, but unjustified bonus - no. |
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Thu May 17, 2007 7:59 am Post subject: |
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Xynar wrote: | It's hard to stop foward momentum. |
What do you mean by that? That it's hard to perform a quick dodge (say, duck) and stop your movement in a fraction of a second? That's not really true... _________________ "He's Gry Sarth, of course he has the stats for them." |
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Xynar Commander


Joined: 10 Aug 2003 Posts: 285 Location: Northwest Indiana
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Posted: Thu May 17, 2007 11:45 am Post subject: |
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When was the last time you were running and turned or stopped on a dime? That is why a stormtrooper would get a bonus for predicting your movement. _________________ Xynar
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Ray Commodore


Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Thu May 17, 2007 12:34 pm Post subject: |
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Turning a bit easier than stopping. Normally sliding is a good suggestion.
Jumping off something (Like a wall) makes for good cinema as well as allow for the turning on a dime, and the system is supposed to be cinematic.
Mostly, find a nice dumpster. Cover is your friend, and Blasters don't have much in the way of penetration.
Which is why the Far Orbit crew had a good number of projectile weapons. Preferably ones that go "Boom", but that was to keep the Marines happy. |
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Xynar Commander


Joined: 10 Aug 2003 Posts: 285 Location: Northwest Indiana
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Posted: Thu May 17, 2007 2:40 pm Post subject: |
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Ray wrote: | Preferably ones that go "Boom", but that was to keep the Marines happy. |
But disruptors are really nice as well. _________________ Xynar
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Thu May 17, 2007 3:33 pm Post subject: |
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Xynar wrote: | When was the last time you were running and turned or stopped on a dime? That is why a stormtrooper would get a bonus for predicting your movement. |
Your response had been in respect to dodging, not running. Of course you cannot stop on a dime when running, but you can perform a very quick duck movement or some similar dodge, killing your momentum instantly. If you're running, then certainly the MAFTAS should apply, that's what it's for. _________________ "He's Gry Sarth, of course he has the stats for them." |
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Xynar Commander


Joined: 10 Aug 2003 Posts: 285 Location: Northwest Indiana
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Posted: Thu May 17, 2007 4:40 pm Post subject: |
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Moving at 10m+ per round isn't walking. I'm just trying to show why MFTAS is beneficial for the trooper. _________________ Xynar
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Thu May 17, 2007 8:53 pm Post subject: |
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Xynar wrote: | Moving at 10m+ per round isn't walking. I'm just trying to show why MFTAS is beneficial for the trooper. |
It's only 7.2km/h. I can walk with that speed. Not matter. Interesting for me is why it's easier for Stormtrooper to hit moving target than motionless target. Any ideas? My guess is an editor's error.
BTW, I think there could be some modifiers to difficulty to hit moving targets, like:
+1D (or +3) for 20m/round (4m/s=14.4km/h)
+2D (or +6) for 40m/round
+3D (or +9) for 80m/round
+4D (or +12) for 160m/round etc.
It gives +2D (or +6) for human running all-out, +4D for speeder bike on high speed and +7D+1 (or +22) for X-Wing flying all-out. Of course it should apply only to hand weapons (not vehicle/starship weapons). And these penalties could be reduced by MFTAS (up to +2D or +6).
But, I think it may only complicate combat and maybe it will be better (and easier) to just ignore this (not a big) problem. |
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Thu May 17, 2007 9:40 pm Post subject: |
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Xynar, I'm having a hard time finding the coherence in our little conversation here. I state one thing, and you reply to it. When I question your reply you refer to a different subject. Then when I question that, you reply with yet another subject. I'm not criticizing you, I'm just trying to get this topic (which is very relevant) to flow in a coherent way, so we can build on each others responses and hopefully get somewhere. So I ask you, when replying, to adress the specific subject being asked. This might be my fault, but I'm having a hard time seeing your point(s). _________________ "He's Gry Sarth, of course he has the stats for them." |
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Thu May 17, 2007 9:43 pm Post subject: |
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Tupteq wrote: | It's only 7.2km/h. I can walk with that speed. Not matter. Interesting for me is why it's easier for Stormtrooper to hit moving target than motionless target. Any ideas? My guess is an editor's error. |
Indeed, 10 m/round IS walking, which is why it's referred to as Cruising Speed. 20 m/round is kind of jogging (High Speed) and 40 m/round is a sprint (All-Out).
Tupteq wrote: | BTW, I think there could be some modifiers to difficulty to hit moving targets, like:
+1D (or +3) for 20m/round (4m/s=14.4km/h)
+2D (or +6) for 40m/round
+3D (or +9) for 80m/round
+4D (or +12) for 160m/round etc.
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Yes, I think this is sorta what's missing for this MFTAS thing to make sense. It's a quick and easy system, which could be easily implemented without much hassle. And frankly, I don't recall that many situations in my years of gaming of shooting at a fast moving target. _________________ "He's Gry Sarth, of course he has the stats for them." |
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Xynar Commander


Joined: 10 Aug 2003 Posts: 285 Location: Northwest Indiana
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Posted: Fri May 18, 2007 8:03 am Post subject: |
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Sorry. I don't care how it works. I just use it in my games. _________________ Xynar
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Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Fri May 18, 2007 8:55 am Post subject: |
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Gry Sarth wrote: | Again, the entry says nothing about "increased range". We have to try to work with what WEG gave us.
As I see it, this system scans the target in front of you, calculates its movement and speed and feeds into your visor an image of its projected trajectory. So if the target is standing still or moving slowly, it makes no real difference because the projection will be practically on top of the real target. But if the target is traveling fast, than you won't have to mentally calculate where to "overshoot" your target, you simply shoot where your MFTAS tells you the target will be (taking into acount target speed and trajectory and you blaster bolt's travelling speed). |
That's basically my take on it.
It gives a bonus for computer assist on the attack and the computer has a threshold at which it starts operating. Perhaps the movement rate should be increased to 15m per round or something, I dunno.
It's not a lot different than using a scope or scomplink; just rather than increasing bonus for extra time to mentally calculate distance/magnifyig and giving a difficulty reduction bonus, it gives a skill bonus. The distinction between the bonus for the scomplink and the MFTAS is pretty much a semantic one; reduction in effective range, reducing difficulty or an increase in dice to hit at the same difficulty, the net result is much the same.
Generally, this feature is forgotten. However, when you need troopers with more edge/effectiveness later in the game, it's an excellent feature to make use of. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14322 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri May 18, 2007 11:35 am Post subject: |
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Good point that use of it, does give stormies a little more lethality. BUT my experience so far shows that most pcs actually slow down around stormies cause of this.. _________________ Confucious sayeth, don't wash cat while drunk! |
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vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Fri May 18, 2007 12:15 pm Post subject: |
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giving the stormies more rounds to shoot them.
so it will either give them a bonus to hit, or give them longer to hit.
gives them an edge both ways  _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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