Grenades in FMA (and PA)

1 posts ยท Mar 6 2001

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 07 Mar 2001 10:09:10 +1100

Subject: Re: Grenades in FMA (and PA)

G'day guys,

> On the topic of PA Bob wrote:

Good idea. We haven't used a lot of PA as yet and when we have we've
restricted the to shuttle bays, cargo hangars and being outside, while the
grunts had to do all the footwork down the corridors and stuff. We were
playing inside a grounded spaceship though so I figured the corridors would be
squishy. I hadn't thought of how they'd be in large buildings, but
you're probably on the money (especially for heavy/bulky PA, some of the

light PA could get away with it....like the UN in their hardsuits).

Now on to Grenades...

Rick suggested:
> I was thinking that maybe they should

Its a promising start and has given me an idea.... I'll have to subject
Derek's no good NSL to grenade target practice on the weekend;)

> it's only certain death if you know where the

We''re seeing a lot more use of smoke these days after the spaceship based
game where Lachy set his SAWs up in position opposite the cargo holds
doors.... ;)

> I think the God's-Eye View was a problem...

It can be, but if you don't want to slow the game down with hidden movement
there's not an awful lot you can do to get around it. We apply blind shot
status to any grenade that is being put into a location that you can't have
good LoS or info on (I would allow a trooper with LoS to pass info to one
around the corner etc on a successful comms). We've had a few grenades bounce
back and kill the owner so people are a bit more careful about their willy
nilly use;)

> I think next time I'd try a semi-blind system,

That sounds like a great idea!

Cheers

Beth