From: djwj <djwj@e...>
Date: Sun, 14 Mar 1999 03:26:59 -0700
Subject: Re: Dirtside II FMA Enhancement.
Okay here we go again: Andrew wrote in response to Brian Bell > Nope. Jim's enhancements with my substitution (he's just agreed to It's not a substitution, its a fix of a downright error! I intended to keep the damage resolution as close to the original rules as possible, Andrew caught the flaw where I had mis-calculated a D10 instead of a D6 > Andrew wrote: > After much thought and headahche this might work better. That's only really needed if you and your opponent decide to add the dice together which takes longer. I would just choose the option of picking the highest dice each time, which I think is quicker and gets rid of the bell curve, which I dislike. But each to their own... :-) I am leaning more to the static armor method myself. It conforms better with the original DS2 method and allows the use of the tied dice critical hits. Keeping a large weapon from doing multiple hits dosen't reflect the chit draw system, as I said I have drawn three Mobilities and two systems down on the same tank. Effective, but anti-climatic. Besides, adding damage dice together dosen't take that long especially when compared to a static number, and rolling multiple dice and picking the highest gets into bizarre exponential and/or inverse exponential statistics that I really don't have the inclination to figure out and compare to the original DS2 chit draw system. I think we can agree to two systems for number figuring, depending on what rules your group considers more accurate. The first is the added damage dice vs armor level x 3 (Static Armor method) This would use the tied criticals I proposed in my previous post. The second Quick-and-Dirty method would be to roll dice for all levels and choose the highest, although slightly less accurate to special hits, and possibly statisticly (I'd like to hear from some of the more intense propeller-heads out there about that, it may be more accurate, but we wont KNOW until someone figures it out.) Andrew wrote in response to Brian Bell > (The diffrences between the original accelerator and the current FMA I don't agree with this. Two main reasons Reason 1: *_*_*_*_*_*_*_*_*_*_*_*_*_*_* Something to think about:- One roll of the attack dice does not necessairily mean a single shot, just a single attack. The shortest time I have ever seen for any Sci-Fi wargame turn is ten seconds, and a tank that is in the open for all of it's move may be firing the whole time, not to mention those autocannon weapons that have cyclic rates better expressed in rounds per second! DS2 has a variable time length so we cannot express exactly how many times a vehicle is hit per attack. With this in mind it is perfectly reasonable to assume that a tank targeted by a large weapon (may not be a large bore size but a high ROF on a single action**) may certainly take crippling hits to mobility, sensors, AND take enough raw damage to give it a damaged result in the same attack. (I have had this happen to me twice, and on my enemies three times. so it's not as rare as you might think.) ** Even a large bore may use cannister or beehive ammo to cover the target in shot, and let us not forget the power of explosive rounds. Remember any classed weapon (1 through 5) that can be used Anti-Infantry (All but HKP and GMS) are assumed to be of either rapid fire, explosive, or gargantuan shotgun nature. The power of abstraction - Anything is justifiable! *_*_*_*_*_*_*_*_*_*_*_*_*_*_* Reason 2: More imporatntly, this dosen't reflect the chit draw system. Multiple criticals are definately possible, not to mention sometimes irritating (The 5 mobility his I drew after firing a MDC 5 at short range. That has only happened to me once, but it is possible). ***Point of gameplay- Systems Down AND Immobilized who needs to worry about a damaged result? Anyone with Backup Systems and/or Armored Engineering Vehicles, that's who. Backup systems can repair systems down but not immobilized or Damaged. That means a tank effected by all three counters will only be able to bring it's cannons back on line at a reduced accuracy without outside help, severely hampering most tank operations, even when acting as an unwilling field emplacement. I use an optional rule that an AEV must roll once for every systems effect on the damaged vehicle, so the tank that takes all three specials may end up with any one two or still struggle with all three systems effects. As to Brian Bell's query about the DS2 Acceelerator: That was the post that I started working with in the first place. I noticed almost immediately that the DFFG lost 40% of its chit draw firepower using a D12 instead of a D20 (or 2 x D10). I use DFFG's in my urban combat tanks, and those weapons are expensive enough as it is, if they lose ANY firepower I may be forced to re-think wether or not to simply artillery shell any urban environment I come across, and use infantry alone to clear individual buildings left standing. Also the HEL damage die was the one that should have been applied against Abalative armor not standard armor, but the rulebook places the abalative impacts before standard impacts so a degree of confusion is understandable (I have had my own on this topic the D6 instead of my mis-calculated D10 for armor). Another thing I endeavored to do was to keep the damage dice resolution constant for all damage resolutions, from infantry to artillery and nuclear to biochemical, by keeping the dice equavalent to a portion of the chits in the pot (25% D4, 50% D6, 75% D8, 100% D10) so that anything I didn't actually cover in the text could be figured from my methods. Rant Rant Rant.... We WILL solve this in our lifetime! Actually we have been making wonderful progress for backwards engineering a rule. When I was in high school it would take us one, maybe two all-weekend sessions of nothing but arguing to get this much done. I don't think that we have exchanged nearly as many hours, and certainly not raised blood pressure as high. Anyways I am looking forward to input on this post, I'd like to hear the comments, criticisms, compliments, paytests,ect. of those other than Andrew and myself, I feel as though we are the only two that play DS2 or want a dice impact system. I would really like to hear from someone at GZG so we can better get a handle on the spirit of the rules (Other than have a good time), I think that we are getting down to the point where which hair we split and where might be better defined by the originaly intended effect of the rules. ______ Final note: I read someone wondering why HKPs arent effected by reactive armor. Here's why: HKP's aren't effected by reactive armor due to the fact that they don't use a shaped charge. Modern Anti-Tank shaped charge weapons work throwing a cone of metal to create a hole in the armor into which the warhead releases an incindary compound into the chamber behind the armor it hit (ammo engines cockpit, ext.) and igniting the compund destroying the tank from the inside out (Goes in like a dime, comes out like a financial institution.) Reactive armor prematurely detonates the warhead before it hits the armor protecting the chamber and spraying the compund over the outside of the tank where it is least effective. Hyper Kenetic Penetrators are just that, giant APDU tipped javelins that spear the offending tank. Larger HKPs have a delayed fuse explosive that detonates the javelin once it is stuck inside the tank. Reactive armor dosen't detonate the javelin fast enough to make it avoid hitting the tank anyways, penetrating the critical armor and spearing the components behind it. If anyone at GZG disagrees with my PSB I'd like to know.