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Rob Boyle :: Posthuman Studios
Decivre wrote: I too agree with LatwPIAT, the Eclipse Phase system simply doesn't represent anti-vehicular weaponry and damage all too well. Either one of two things needs to happen:
LatwPIAT wrote: most vehicles are really easy to disable - you can just shoot them through the engine block with an assault rifle.
LatwPIAT wrote: I'd think scaling down the DUR and armour of vehicles would be a better fix. DUR represents, largely, how easy something is to disable, and most vehicles are really easy to disable - you can just shoot them through the engine block with an assault rifle. So reducing DUR and armour would make both anti-armour weapons and normal firearms more effective against vehicles.
LatwPIAT wrote: Alternatively, a whole system for handling morphs consisting of largely independent subsystems could be introduced. Your average sedan consists of a rather robust chassis and is a large target (+10), but it also has a vulnerable engine (DUR 10, armor 6/6) that is a small target (-10) and several extremely vulnerable wheels (DUR 5, armor 0/0) that are very small targets (-20). Passengers are armoured by a 3/4 rating from the sides (car doors), a 6/6 rating from the rear (boot), and a 16/16 rating from the front (engine block).
A burst of automatic rifle fire that doesn't hit an engine, passenger or wheel can be considered to have done largely cosmetic damage, while a HEAP missile that doesn't hit an engine, passenger or wheel will explode and deal avg. 57 DV to each subsystem before armor. (Which in this case will probably reduce the sedan, its engine and its wheels, to a smoldering husk.) A general DUR stat could be given to the chassis for determining whether it's worth trying to repair the car.
A Consortium IFV would have an extremely robust chassis with heavy armour values, but its subsystems would include the turret (also robust and well armoured), the autocannon, coaxial MG, missile launchers, pintle-mounted, remote-controlled machine guns, and tracks.
Whoever are wearing a vehicle as a morph would be fairly well protected from damage to themselves, but would still be at a risk of losing valuable subsystems (such as the loss of an engine meaning that they simply can't move, although they can still do mental or mesh actions without penalty).
Decivre wrote: Besides, simply reducing DUR doesn't take care of other aspects of vehicles that actually make sense in the Eclipse Phase mechanics. Like the fact that I can't really disable a vehicle easily with melee weapons. At best, even with the best melee weapons that might exist, I'm probably only going to do cosmetic damage unless I can punch through the metal exterior and start cutting through the good stuff. So most non-monofilament melee weaponry should be trivial in anti-vehicle capability at best.
Decivre wrote: While I would love this system as someone who plays wargames that utilize similar mechanics (Battletech, bitches!), I can see how this wouldn't be optimal for making fluid game mechanics for a more casual player. And despite the hard science behind Eclipse Phase, it is a more cinematic-style game, built around faster pacing rather than more realism. Multipliers would be a more quick and dirty system to implement.
LatwPIAT wrote: This is a fundamental problem with the [i]Eclipse Phase[/i] damage model, and simply boosting armour and DUR won't actually fix that. Because critical hits ignore armour-ratings, you can through a combination of luck and Moxie [i]punch[/i] a Reaper to death with your bare hands while sleeved in a Flat - at SOM 35, you can even inflict Wounds.
Decivre wrote: It's actually not a complex system; instead of the vehicle being your target, you just have the components be your target. The vehicle becomes a set-piece instead of a singe entity. Instead of trying to hit "the vehicle", you try to hit the vehicle's weak spots, which are handled as any other target; a DUR rating, a target size modifier, and an armor rating. The generic EP sedan, for example, could just comprise four identical wheel-motor units with simple stats.
Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.
Baalbamoth wrote: Is there any way you could create a trait called "larger Swarmanoids" to represent swarms where the individual morphs are more akin to large dung beetles IE scarabs or emperor scorpions, or even robbins or small flocks of birds? and could you take this even farther to represent swarminoids the size of a pony?
Baalbamoth wrote: we have the option of cutting tools, why not burrowing lazers or something of that ilk that would allow a swarm to drill a hole in a wall and pass through? It would seem an normal progressive step.
Baalbamoth wrote: is there any reason a swarmorph could not take other traits, drug delivery systems, an acid spray (ala outlander), or have a small nano-canister for releasing nanites of various kinds (if each swarmanoid released a few wouldent that be enough for a game effect?)
Quote: Microbots may also be equipped with specialized equipment. Because of their size, microbots cannot sustain most cybernetic enhancements or nanoswarm modifications. Tools, weapons, and implants must be sized appropriately, and sufficiently energy-efficient for microbots to use them effectively. Implants that are too heavy, such as a single venom syringe, will reduce the speed of the swarmanoid until those modified microbots are removed.
Decivre wrote: I too agree with LatwPIAT, the Eclipse Phase system simply doesn't represent anti-vehicular weaponry and damage all too well.
Quote: Either one of two things needs to happen:
[list=1][*]Anti-vehicular weapons need a damage multiplier ...
[*]Vehicular weapons need to deal damage to passengers ... upon merely hitting the vehicle...[/list]
LatwPIAT wrote: It's actually not a complex system; instead of the vehicle being your target, you just have the components be your target. The vehicle becomes a set-piece instead of a singe entity. Instead of trying to hit "the vehicle", you try to hit the vehicle's weak spots, which are handled as any other target; a DUR rating, a target size modifier, and an armor rating. The generic EP sedan, for example, could just comprise four identical wheel-motor units with simple stats.