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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Jun 02, 2018 8:21 pm Post subject: Feedback on Weapons Revamp |
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Post feedback from the Weapons Revamp thread here please. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Jun 02, 2018 11:30 pm Post subject: |
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Just found my original write ups. That will make posting easier. It seems that in the new thread I left out some of the things that help give players options. |
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Darklighter79 Captain
Joined: 27 May 2018 Posts: 529
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Posted: Thu Jun 14, 2018 4:33 am Post subject: |
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Great post!
Maybe you can add an option for long range shots that would be possible only with "preparing.aiming" rule. So then players could make shots like these:
250 Meter Shot with a Pistol
or
1911 Pistol World Record Distance Shoot
PS. Wizards did also their verision of streamlined ranges for Saga Edition. Each weapon group (pistols, rifles, thrown weapons, vehicle/starship weapons) had it's own scale for point blank, short, medium, long. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Jun 14, 2018 8:40 am Post subject: |
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Have you looked at my weapon modification rules? |
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Darklighter79 Captain
Joined: 27 May 2018 Posts: 529
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Posted: Thu Jun 14, 2018 12:28 pm Post subject: |
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Naaman wrote: | Have you looked at my weapon modification rules? |
In progress. Any particular one I should look for? One that adds a new range category? |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Jun 14, 2018 7:58 pm Post subject: |
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I didn't include new range categories, but rather addressed extended range shots with advanced skills.
In a fight, taking long range shots is pretty much worthless if the enemy knows you're there. What can be done at the shooting range in a controlled environment does not really translate into what can be done in battle.
The vids actually make it pretty clear that pistols' combat effectiveness is limited to dozens of meters, rather than hundreds. Once you get past about 150 or so, it comes down more to luck than to skill (if you understand MOA or Minute Of Angle, this becomes clear).
But, the modification rules do allow for improvements to accuracy within the limits of the ammunition's effective range (ammo is just as significant a factor, if not more so, than the weapon itself). The rules I wrote allow weapons to gain certain benefits:
More damage (like RAW)
More accuracy
Offset MAP penalties
More ammo capacity
Easier manipulations (such as clearing malfunctions, re-loading, transitioning, etc).
Some of the pistols allow shots at medium range at significant penalty (or moderate penalty). Modifying the weapon can reduce these penalties. But, pistol damage at 600m is going to be pretty worthless (remember, effective range is not only a measure of accuracy, but also deadliness; both factors must be adequate at a given distance in order for the weapon/round to be considered "effective" at that distance).
The system here assumes that blaster pistols run out of steam beyond a certain range, hence why they "miss" (or otherwise fail to damage the target). |
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Sun Jun 17, 2018 6:25 am Post subject: |
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How about scomp links? They're already a part of the Star Wars universe. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jun 17, 2018 7:06 am Post subject: |
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Never knew what a scomp link was till after you just mentioned it.
Not sure how I'd handle it because it seems to eliminate the shooter's skill as a factor in the equation. Perhaps it could function as a fire-control device with certain specific applications. |
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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Sun Jun 17, 2018 8:19 am Post subject: |
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Nice posts.
A lot of crunchy goodies. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jun 17, 2018 8:45 am Post subject: |
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Thanks.
It does tend to read as crunchy, doesn't it?
I've put a lot of work into making it as streamlined as possible... |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jun 17, 2018 9:31 am Post subject: |
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Just added some notes on fire rates to the original post (will add more later as more weapons with different fire rates are posted). |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Sun Jun 17, 2018 1:36 pm Post subject: |
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Nice resource!
Great one! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Jun 17, 2018 5:34 pm Post subject: |
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Looking forward to the Rifles and Carbines.
Also, have you come up with the list of manufacturers and what each brings to the table? _________________ RR
________________________________________________________________ |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Jun 18, 2018 10:30 am Post subject: |
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Somewhat. I wasn't sure where those should fit in, though. Also, I don't have anything set in stone as to what the manufacturers do.
But, I have come up with another option for players/GMs to use that is along those lines:
Having two separate "grades" of weaponry: professional grade and commercial grade. Professional grade will be more reliable and more costly for initial purchase, but less costly to keep running, while commercial grade will be much less expensive for initial purpose, but expensive to maintain since they are not built to take the kind of abuse that PCs tend to put their gear through. It also makes "loot" a bit less rewarding (since thugs will tend to have the cheap stuff) for players who tend to do that sort of thing.
Anyway, rifles and carbines are next. I'm still deciding how to organize them for the post, since "rifles" can be broken up into lots of sub-categories; I will put them up when I can sit down and do it all at once. |
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