Post by Adam on Jul 14, 2008 15:20:50 GMT -5
Please note: This is more of a thought process than anything and isn't really supposed to make sense. I need ideas. See if anything pops into your head when you scan over it and tell me ;D
Models have a two-part armour stat, Integrity/Resistance. E.g. 4/7. If the AP is less than or greater than the Resistance, the target's armour lowers the Strength of a shot by its Integrity, so a shot of Str5/AP7 hitting armour 3/9 becomes 2/7. This causes damage... somehow.
- D10 roll per AP point? Perhaps modified by the difference between AP and Res, as in the 2/7 becomes two of D10-2.
- Just a single point of damage? In which case, the serious damage chance is up to 4 or 5 on D10 modified by the AP minus Resilience - so this 2/7 hit would have two D10 rolls trying to get less than two or three. Only problem with that: it'll need new damage grids and railguns will suck. Maybe just a D10-6 roll with the extra modifier? The result being the number of serious damage boxes caused? Maybe 2D10-something? 2D6-7? Those'd likely work with the current grids.
- One roll for damage or two? Should armour have a 3rd stat, Structure, and if a D10 (mass) damage roll exceeds the Structure stat a point (or points equal to the difference between roll and stat) of serious damage is caused? Would Structure be reduced by the AP-Res modifier? Why wouldn't it just be a static number? 6 or 7 for light/medium, one more for heavy/superheavy.
- Single damage point = A bit bland. Railguns don't cause a lot of mass damage (well, they don't in current DoS I suppose). D3's add a bit of randomness, but well, they're D3s. D6s or D10s are preferable but this lends itself to modifiers, meaning the amount of time saved by version-swapping is probably negative. Way to avoid that = Combine mass & serious damage rolls, although that may be complex or annoying.
- Option: Converging Fire. If you have multiples of the same weapon you can use them together to try hurting a target you couldn't normally damage. You fire one weapon, and each additional weapon adds +1 Strength to the firing weapon, to a max of +2 or +3 (to avoid people deliberately comboing up loads of weapons to get a +5 Strength or something, whether they need it or not). Could be a skill, or something that needed a Psychology test. (Or perhaps you make rolls to hit for the additional weapons. Hmm)
- Need ideas...
Models have a two-part armour stat, Integrity/Resistance. E.g. 4/7. If the AP is less than or greater than the Resistance, the target's armour lowers the Strength of a shot by its Integrity, so a shot of Str5/AP7 hitting armour 3/9 becomes 2/7. This causes damage... somehow.
- D10 roll per AP point? Perhaps modified by the difference between AP and Res, as in the 2/7 becomes two of D10-2.
- Just a single point of damage? In which case, the serious damage chance is up to 4 or 5 on D10 modified by the AP minus Resilience - so this 2/7 hit would have two D10 rolls trying to get less than two or three. Only problem with that: it'll need new damage grids and railguns will suck. Maybe just a D10-6 roll with the extra modifier? The result being the number of serious damage boxes caused? Maybe 2D10-something? 2D6-7? Those'd likely work with the current grids.
- One roll for damage or two? Should armour have a 3rd stat, Structure, and if a D10 (mass) damage roll exceeds the Structure stat a point (or points equal to the difference between roll and stat) of serious damage is caused? Would Structure be reduced by the AP-Res modifier? Why wouldn't it just be a static number? 6 or 7 for light/medium, one more for heavy/superheavy.
- Single damage point = A bit bland. Railguns don't cause a lot of mass damage (well, they don't in current DoS I suppose). D3's add a bit of randomness, but well, they're D3s. D6s or D10s are preferable but this lends itself to modifiers, meaning the amount of time saved by version-swapping is probably negative. Way to avoid that = Combine mass & serious damage rolls, although that may be complex or annoying.
- Option: Converging Fire. If you have multiples of the same weapon you can use them together to try hurting a target you couldn't normally damage. You fire one weapon, and each additional weapon adds +1 Strength to the firing weapon, to a max of +2 or +3 (to avoid people deliberately comboing up loads of weapons to get a +5 Strength or something, whether they need it or not). Could be a skill, or something that needed a Psychology test. (Or perhaps you make rolls to hit for the additional weapons. Hmm)
- Need ideas...