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Author Topic: ABS FIESTA REDUX  (Read 1540825 times)

Walt laughs again then addresses the whole table

"don't let the bed bugs bite tonight!"


"The only thing I'm worried about is me biting them. 3 times a day. For as long as we're stationed here."

"we might get a shipment of sausage from home if the higher ups are feeling generous."

Walt pauses

"They may not have ample meat here but why wouldn't they have something like potatoes? There's something solid to live off of while were here."

"The delta is not the best place to farm potatoes. Us troops only get the best."

Ralph looks at the bug.

Gus would poke fun at Ralph if he wasn't currently feeling nauseous.

Apparently the Kintharians don't share your enthusiasm about the cricket and tortilla-based stew being served.

What happened to "If it lives, we kill it and eat it"

Jaakko inspects the living quarters.

Ok guys I've put a lot of thought into this and I've come to the conclusion that something has to change with the combat system. Right now it seems like the key to success is to cram as many countermeasures on your plane as possible and beat the enemy by bleeding their munitions dry, and the enemies can't do much but explode once their own countermeasures are gone. Regular enemies get rolled the forget over with zero effort, and there's no point coming up with special named opponents anymore because they cannot carry enough munitions to get through everyone's personal wall of countermeasures. To combat this, I am considering turning to a place I had originally wanted to leave out of this for simplicity's sake: Stats. Or rather, just a single stat.

What I am proposing is that planes will now have a hard numerical value that reflects its ability to evade incoming missiles, and flares will play a part in modifying that stat. Here's a few examples of how this sort of system might change things (obviously the mechanics are in no way final and feedback would be appreciated)


-A Huit mook shoots a heatseeking missile at Gus' Flanker. Gus has two flares, but an enemy ace is present possessing All-Aspects, so he would prefer to save it for them. Instead of dropping Flares, he performs an evasive maneuver. The Flanker possesses an evasion of say, 75, and the heatseeker imposes a penalty of 20 on this value, meaning the Flanker's effective evasion is 55. A d100 is rolled, and the result comes up 34, meaning he successfully dodges the missile without using flares.

-A few turns later, the ace on the field fires an All-Aspect at Gus. Compared to Heatseekers, All-Aspects impose a 30 point penalty to evasion, so he opts to use a packet of flares. Flares increase the dodge value by 40, so it cancels out the All-Aspect's penalty and in fact increases his dodge value to 85. The roll comes up 78 and he once again avoids the missile.


Named NPCs might have slight boosts to their evasion to make them a more difficult adversary, player characters might get a boost too with specific planes if you keep using it to represent experience and familiarity with it (each mission = 2 extra evasion, up to 10 or something?), and your run of the mill mook might even have a penalty.

Of course, you don't need to memorize any of this statistical wankery, that's just for me to crunch numbers with. All you'd need to know is that the higher a missile's penalty, the more difficult it is to dodge; and the higher a plane's evasion or whatever i call it, the more agile it is (duh). Moves would still be taken as usual, you'd still be saying like, "i try to dodge the missile" or "i use some flares", only then I'd roll to see what happens. Hell, you can even still opt to pull off advanced maneuvers, they'd just probably have a slight penalty attached to them too for more of a risk/reward system instead of everyone flawlessly cobra'ing all the time. The only issue I can find with this is trust, really. I really have nothing at all to gain from being a forgetwit and fudging the numbers, but words alone mean nothing. I suppose I could puush the window to show what the roll was, but I just don't know. If you want to see this system in practice, then there can be another aerial VR sparring match with Raiden or something so we can see how it works.

tl;dr i want to fix flares and make them less of an "i win" button


Say, do you think you could keep the enemy loadouts hidden from us from the start? Like, leave the munitions section black until an enemy releases a weapon, then have it show up red as usual?

i could try that
the only reason i don't is so you people know i'm not asspulling munitions out of the aether

Maybe I'll start doing that for named adversaries/aces. Doing it for your everyday faceless palooka might end up being more extra work than it seems, and I already regularly forget up deducting munitions.
« Last Edit: October 17, 2015, 09:43:08 PM by Qwepir »

I don't think anyone could be legitimately angry at you for asspulling munitions out of the aether. I probably couldn't. Then again I might be the only person in the crowd who could honestly say they missed the possibility of seeing some old third-generation-ass fighter fire MMS and lasers and you had no loving idea. That stuff was delirious.

sounds like a great system but i did want to note

pugachev's cobra is to make planes overshoot not to dodge missiles. if you tried to dodge missiles with a cobra you would be a very bright shade of dead

True, I only threw it in there as an example of a maneuver that probably shouldn't be succeeding 100% of the time. I'm no pilot but I'm pretty sure that not everyone can pull that off reliably, especially not in the thick of a combat situation. Or I might be wrong. I don't want to ruin evasive maneuvers by making them impossible to pull off, I just want to make sure countermeasures aren't the be-all-end-all thing to spend ordnance points on.

with how much the dice gods despise me

i dont know if much will change. but i welcome the new system. it felt like before you'd be attempting literal Self Delete if you tried to outmaneuver a missile