DSII: Power Armour

4 posts ยท Sep 23 2001 to Sep 23 2001

From: Doug Wright <dougc.wright@v...>

Date: Sun, 23 Sep 2001 13:17:26 +0100

Subject: DSII: Power Armour

A discussion point - does PA provide increased protection (5 pips to
kill, compared with the standards infantry's 4 in Dirtside II) through
extra armour - their sealed all-encasing ceramics or steel or whatever;
somewhat better than the average grunt's kevlar vest and 'chickenplate'
high-velocity inserts - or through speed and manoeuvrability, such as
the 'Bounce' in Heinlein's Starship Troopers? I'm inclined to think that
dodging and weaving is more important, so I'm toying with the idea of not
allowing PA troops to dig in the same as regular infantry and militia. What
are people's thoughts?

As an aside, if there are any DSII gamers lurking here in London, please
let me know off-list as my oppo and I are seeking fresh
blood/acid/fibre-optics ...

From: Glenn M Wilson <triphibious@j...>

Date: Sun, 23 Sep 2001 08:49:10 EDT

Subject: Re: DSII: Power Armour

On Sun, 23 Sep 2001 13:17:26 +0100 "Doug Wright"
> <dougc.wright@virgin.net> writes:
<snip>
> A discussion point - does PA provide increased protection (5 pips to =

I assume both but a significant edge to the ability to not be hit which
relates most to protection - and the best protections is digging in.
Moving as protection in an area affect weapon (like artillery) zone of fire
only works if you get *completely* out of the fire zone. And I consider
automatic weapons to be 'mini' area affect weapons since the recoil (and
anticipated recoil in some cases) tend to spread the bullets out in a small
area. Starguard used to reflect this by having hits within a certain range
that "missed" 'stunning' the figure (and close misses also could 'pin' a
character. Better armor reduced the chance of being hit but, IIRC, did not
change the range of being stunned or pinned.)

The bounce might allow a quicker close to melee/quicker move out of
range but in DS2 the longer turn and higher granularity of the game system it
is unlikely that movement would be more protection *in a firefight* then
armor/dug-in position. There is an old saying that a Grunt's best
'weapon' is a shovel. It's affect is SG2 (which I don't have so I don't know)
might be different. But I expect it holds true there also. Best infantry
practice, dig in where ever possible, you can always leave if necessary.

<snip>

Gracias,

From: Doug Evans <devans@n...>

Date: Sun, 23 Sep 2001 09:02:44 -0500

Subject: Re: DSII: Power Armour

<vachead-talking-groppo mode on>

My assumption would have been both, but that the diminishing of near hits and
grazing would come from the armor itself.

The other question, of course, is game play. My assumption is that digging in
is very useful in DSII, as it's very useful in RL. PA sounds 'expensive'. How
much value for PA troops do you lose by denying them this option?

Also, as long as you're bringing up MI, didn't they have digging charges? Or,
is it time I went back to the source, again?

<vachead-talking-groppo mode off>

Hmmmm... whole lotta assuming going on.

From: Ryan Gill <rmgill@m...>

Date: Sun, 23 Sep 2001 14:04:08 -0400

Subject: Re: DSII: Power Armour

> At 1:17 PM +0100 9/23/01, Doug Wright wrote:

I can't see how PA wouldn't be able to dig in. The can kneel and bend down.
Likely PA would use Digging charges to loosen the dirt to make the fighting
position. A slightly deeper FP would be fairly easy for someone with PA to
dig, especially as a shovel attachment could be incorporated into the carapace
somewhere.

If they are expected to hold a line until a counter attack, they'd likely be
better off under cover than milling around in a field for some FO to land a
firemission on.