Mordel's Bar & Grill
New Missile Rule Attempt
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Old Dog
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PostPosted: 11-Jun-2002 18:17    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

This is a draft version, so, bear with how this one'll look. I'm just sorta tossing things against a wall, to see how they fare. By all means, toss feedback this-a-way.

Missile Chart
2 -- no hits
3 -- no hits
4 -- 25% hits
5 -- 25% hits
6 -- 50% hits
7 -- 50% hits
8 -- 50% hits
9 -- 75% hits
10 - 75% hits
11 - 100% hits
12 - 100% hits

LRM-4 2 heat, 2 tons, 1 crit, 50/ton
LRM-8 3 heat, 4 tons, 2 crit, 25/ton
LRM-12 5 heat, 6 tons, 3 crit, 16/ton
LRM-16 6 heat, 8 tons, 4 crit, 12/ton
LRM-20 8 heat, 10 tons, 5 crit, 10/ton

SRM, as above, but halve how many are fired. (4 to 2, 8 to 4, etc)

RANGES:
LRM min 6, Short 1-10, Medium 11-20, Long 21-30

SRM no min, Short 1-4, Medium 5-8, Long 9-12

LRM missiles do 1 pt per hit
SRM missiles do 2 pts per hit

LRMs are grouped into damage clusters of 4 pts each, with leftover damage in a group by itself (IE, 6 points of damage equals a 4 pt hit, then a 2 pt hit)

SRMS are not grouped, each missile getting its own hit location roll.

--------------------------------------------

No work done on other missiles, streaks, and so on at this time.

Why the change?

To make missiles both more usable (Note the range increases) and more standardized in operation, to bring the number of charts down slightly (Memorize one universal 'How many missiles hit' chart) and to improve on a few weaker weapons, such as the LRM 10 (Now, effectively, an LRM-8)

Ammunition is expanded somewhat, to a more round 200 missiles per ton (Meaning that each is a 10 pound rocket, really), for LRMs or 100 missiles (Each weighing 20 pounds, for more explosive force) for SRMs.

Just kinda tilting at windmills at this one, but I figured some of the more game-design based out there might want to take a crack at this, see how it flies.

-- Old Dog, draftin' dalmation
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Old Dog
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PostPosted: 19-Jun-2002 22:25    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

I guess this means the idea stank, huh?



-- Old Dog, who gets it wrong now and then
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Ares
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PostPosted: 19-Jun-2002 22:29    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

Actually, I like it. (I must've of missed the post.) The idea is good, nice round numbers and some a nice easy chart with better low-power effiency.
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Vampire
Free Worlds League
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PostPosted: 20-Jun-2002 07:01    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

GROUP SRMS IN 5 MSSILE GROUPS, JUST LIKE LRMS

Actually, I make all SMRS hit the same location and I know I'm right. 'Nuff said.

WTFK are good SRMS for if you use the standard rules? Don't tell me about the criticals.

What's the point of carrying a weapon that doesn't do concentrated damage on one location?

I think the missile charts are just fine. No changes are neccessary.
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Vampire
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PostPosted: 20-Jun-2002 07:07    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

Stick with the standard chart, this one stinks.

Though I admit the missile chart can be reworked.

I'd like to fit into ait an SRM-3, or a LRM 8

mmmm time to do some math.
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Sir Henry
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PostPosted: 20-Jun-2002 07:38    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

I like the longer Ranges OD.

Sir Henry

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Old Dog
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PostPosted: 20-Jun-2002 09:21    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

Vaaaaaamp, that's not fair!

"WHat good are missiles that don't hit the same location? And don't tell me criticals!"

That's like saying, "What is two plus two, and don't tell me four!"

SRMS are for crit-hunting, not armor-punching. That's what they're made to do, and it was important for me to keep them doing that under this system. Otherwise, you're taking the same tonnage to do the same damage, at the same heat, but at half the range. D'oh. That's not kosher.

So, you take the LRMs to reach out and pound someone, the SRMs to go hunting criticals after the armor's stripped and they've moved in near.

The reason I'm going with the condensed missile chart is to speed gameplay ... missiles, from my experience, are the things that slow the game down more than anything else. By making one chart that even a five year old can memorize, it should help a LOT.

I'm debating if, since there's a "No damage" roll, if I should take away the 'to-hit' roll for missiles. Just fire them, and roll on the missile chart, no to-hit required. Sounds a bit out there, but, since they use the 'Anime Corckscrew Rocket' approach, rather than conventional missiles, the gunner's skill doesn't matter much. You just sorta cloud the area and wait for results.

Do the numbers, as a whole, work out okay, tho? A more universal progression, easily-grouped numbers, improved range ... It *sounds8 good, but I'm not sure yet...

-- Old Dog, tinkerin' away
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Stinger
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PostPosted: 20-Jun-2002 23:53    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

Well I kinda like the percentage roll for the missles. So get rid of the to hit roll and and go by percentages of milliles hit that would speed things up quite a bit.



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PostPosted: 21-Jun-2002 07:45    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

OD, Does the type of Ammo for these missles have any bearing on the Ranges????


Sir HEnry

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Old Dog
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PostPosted: 21-Jun-2002 09:56    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

Well, all types of LRM do the 10-20-30 bit, while all types of SRMs do 4-8-12. The SRMs get the short end of the stick, but not by much. The anti-vehicular ability they have makes up for it. I think.

-- Old Dog, still testing.
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Jade_Dragon
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PostPosted: 21-Jun-2002 10:03    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

I like you idea OD of combining the To-Hit and the # of missiles to hit roll into a single roll. However it might be wise to through in a few standard factors like range, skill, terrain and movement.

Roll once, if they roll their to-hit they hit with 60% of the missiles. If they roll say one under their to-hit they hit with 50%, two under = 40%, etc. if they roll over they a higher percentage hits. This is a cross between your basic rule idea and some Max Tech level three rules on glancing blows and altered missile hits.

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PostPosted: 21-Jun-2002 10:03    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

I also like the idea to make the launchers standard and a single chart to memorize. Missiles do slow up the game.

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Talen
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PostPosted: 21-Jun-2002 11:24    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

What happens to the MRMs?

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Ares
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PostPosted: 21-Jun-2002 15:12    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

ahhhh, bastardized IS tech

[ This Message was edited by: Ares on 2002-06-21 15:12 ]
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PostPosted: 21-Jun-2002 16:07    Post subject: New Missile Rule Attempt Reply to topic Reply with quote

Aren't they Great!!!!!!

Sir HEnry

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