[FT] Armour & RG - again

4 posts ยท Dec 4 1998 to Dec 4 1998

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Thu, 3 Dec 1998 20:47:51 -0800

Subject: [FT] Armour & RG - again


  

From: Tim Jones <Tim.Jones@S...>

Date: Fri, 4 Dec 1998 09:18:00 -0000

Subject: RE: [FT] Armour & RG - again

Schoon

FYI this post was is in MIME text/enriched format again?
> From the header:

Mime-Version: 1.0
Content-Type: text/enriched; charset="us-ascii"

Are you cutting and pasting into the mail window? Some people may have
problems reading anything but plain ASCII (I'm not one of them)

> Armour then reduces the number of dice thrown by 1 per level of armour,

> down to a minimum of 1 die. Any shifts that would result in less than

OK, of all the fixes this one is the best so far. Small problem in that we are
reducing the ability for lower classes to hit, where aim was for probability
of a hit to be the same for all classes all ranges. However we can get around
it by saying the 'to hit' roll is the 'to hit and penetrate' roll.

Thus the class 1 projectiles hit, but due to their lower mass they didn't
penetrate the armor and glanced off. It puts a range cap on class 1's, this is
similar to the dRG.

> Now that I come to think of it, you could also simply say that level 1
Damage
> and "To-hit" are so closely related using this mechanic that the "-1 or

By extension the same for a level 2, so rather than drop die from the roll
apply the modifiers to the to hit roll that is used as a damage multiplier.
Then you get a similar range reduction for all classes against Iarmor. So just
apply the Iarmor modifier to the to
hit/multiplier
roll.

The only problem is that then all classes have a hard range cap 24Mu for level
1 and 18Mu for level 2. With the lose a die from the roll the class 3
can still hit level 2 at max range with a 1/6 chance of doing 3 points
damage. I think I prefer that option.

Are we done then? or do we need to crunch these options. what about the
shotgun effect and 9 damage points at close range. Are the costs for the sRG
the same as before. 1,3,6?

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Fri, 4 Dec 1998 08:28:11 -0800

Subject: RE: [FT] Armour & RG - again

> Are you cutting and pasting into the mail window? Some people

Erm, yes I am. If anyone has a beef with it I'll stop. I was unaware it caused
difficulties.

> OK, of all the fixes this one is the best so far. Small problem in that

Whew! I was afraid people wouldn't make that connection. Thanks for the
insight.

> Thus the class 1 projectiles hit, but due to their lower mass they

But only against armour, and even then level 2 vs. an RG1 puts a cap of 18".
For most weapons, you're still looking at at least 24".

> The only problem is that then all classes have a hard range cap 24Mu

Good point on this. I say scrap option 2 (the -x for level x armour) and
go with #1.

By all means sir, crunch away!

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 4 Dec 1998 17:32:09 +0000 (GMT)

Subject: RE: [FT] Armour & RG - again

> On Fri, 4 Dec 1998, Tim Jones wrote:

my god, rfc1523? i thought that was long dead! it is to HTML as _Homo
habilis_ is to _Homo sapiens_. amazing. it can only be a matter of time
until rfc1473 data is sent across the list...

Tom