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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 59 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Post-Modern Arms and Armor  (Read 923 times)
Ar Kayon
Member

Posts: 190


« on: March 24, 2010, 05:54:06 AM »

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Locke
Member

Posts: 85


« Reply #1 on: March 24, 2010, 01:13:07 PM »

cool.  don't forget smart artillery and grenades.  the problem with future weapons or future anything is that we don;t know how they will evolve. what about a guy who has a laser guided mortar on his back, self loading, maybe self propelled.  And a teammate targets using a laser sight.  boom boom. 
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Jeff Mechlinski
Ar Kayon
Member

Posts: 190


« Reply #2 on: March 24, 2010, 10:37:02 PM »

Yeah, it's a pain in the ass.  I also have to consider electric weapons for police forces and close-quarters tactical squads.
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Ar Kayon
Member

Posts: 190


« Reply #3 on: March 25, 2010, 02:03:45 AM »

Weapon Stats

Maneuverability - This rating affects your speed attribute when aiming.  Firearms with long barrels have low maneuverability.
Strength - This rating, combined with the character's strength, determines melee damage when striking an opponent with the firearm.  Firing damage is located in the bullet stats.
Rate of Fire - This rating determines how many rounds you can shoot per combat action (single shot, repeated fire; short burst; medium burst; long burst).
Range - This rating determines the maximum distance you can fire.
Accuracy - This rating determines distance modifiers.
Magazine - This rating determines the round capacity of your firearm.
Reload Time - This rating determines how many combat actions it takes to reload the firearm.  Characters who are skilled in firearms may have reduced reload times.
Bullet Type - What type of round the firearm can accommodate.
Quality - This rating determines the likelihood of critical failures.
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Ar Kayon
Member

Posts: 190


« Reply #4 on: March 25, 2010, 03:49:41 AM »

the problem with future weapons or future anything is that we don;t know how they will evolve.

I tried to introduce circumstances which would help me to determine the direction of arms development.  The Nevercast, for example: economies of every nation were drained and programs were slashed.  Urs Prime could not sustain as many military weapons development contracts anymore, and since no other nation had the financial muscle to keep up with the arms race, there was simply no need pursue it with such gusto; money was redirected towards infrastructure instead.

The most advanced military technology was created shortly before the Nevercast, but much of it is in the prototype stage or was never manufactured due to the unavailability of the exotic materials required (carbon nanotubes, for example).  Also, due to political circumstances, the majority of this new technology was hidden in the hostile Vanaq Ir region of the Des Xiac nations:
During the rise of the Progressivist school of thought, well-funded and well-organized Outworlder terrorists began raiding private weapons development firms, stealing technical knowledge and kidnapping engineers and scientists.  As a result, laws were passed that current laboratories of firms under contract to the Urs Prime government were to be dismantled and relocated to an undisclosed location within the hostile Irian Desert.  Naturally, the cost of development jumped up sharply.

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Mobius
Member

Posts: 46


« Reply #5 on: March 25, 2010, 08:41:41 AM »

Do you have a post where you talk about the Nevercast, Outworlders, and Urs Prime?

I'm very curious to know what those are.
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Mobius a.k.a Charles
Ar Kayon
Member

Posts: 190


« Reply #6 on: March 25, 2010, 09:44:09 AM »

Mobius, you can find indepth setting information here, and general information about the game's mechanics here.
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horomancer
Member

Posts: 54


« Reply #7 on: April 01, 2010, 04:40:39 PM »

I remember seeing a video of a new shoulder weapon that is currently in the works. It looks exactly like the Heavy Bolter from War Hammer 40k! It fires some large ordinance (I don't know what) but something akin to a large mortar or small artillery shell. When fired a large slug of some material is ejected out the back, acting as a shock absorber so that a person could fire the thing without dislocating their shoulder. The material doesn't get ejected to quickly, so as not to be a hazard to the operator or surrounding personal. My guess is it's meant to replace the RPG or bazooka for urban combat so it can be used in tighter spaces without risking friendlies.
Also, if super armour is going to be more common, I would imagine phosphorus rounds would see more use.
Does your system have an easy way to manage something like secondary effect damage?
Also, something that must be considered when applying your damage rules. New armour might stop a 50 cal round, but that doesn't mean the wearer will survive. Maybe if it's some fancy exoskeleton thing, but an inch of hightech ceramic and nanotubes won't dampen the shock from the momentum imparted by the round.
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Ar Kayon
Member

Posts: 190


« Reply #8 on: April 01, 2010, 07:24:11 PM »

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horomancer
Member

Posts: 54


« Reply #9 on: April 01, 2010, 07:50:57 PM »

Just out of curiosity how would you model a hit with supped up weapons and armour?
Lets say i have a spec ops type character in the best armour you can have without being in a Mechanically enhanced power suit. I'm guessing that with all the various materials, i would have about 2 inches of protection?
I take a direct hit to a strong point in the armour by a FMJ 50 cal rifle round, no fancy materials just fast moving lead and brass. How does this effect me?
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Ar Kayon
Member

Posts: 190


« Reply #10 on: April 01, 2010, 09:36:54 PM »

Hitting a strong area would probably result in a "stun" or "hurt" effect (from concussive damage type).  These effects are not actual damage, but "hurt" can accumulate into real injury.

So let's say you hit directly on the torso at a +4 gradient of success.  You add 4 to the power of the weapon (I don't know, say 7), and subtract 12 effect resistance against penetrating damage.  The bullet is stopped.  However, the resistance against concussive damage is weaker at 8, so a remainder of 2 effect results in "hurt".  The target will lose combat actions for the round and his concentration effort pool will be reduced to zero.  "Gah, fuck!" would be a typical reaction to this type of effect.

I'm still going to have to mess around with the mechanics a bit so I can correctly model the interplay between different round and armor types, but that's the general idea.
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horomancer
Member

Posts: 54


« Reply #11 on: April 02, 2010, 05:21:02 AM »

I see. You basically separate the damage into Lethal and Non-lethal aspects. The attack does the same value for both, but the armour differentiates between the two.
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Locke
Member

Posts: 85


« Reply #12 on: April 02, 2010, 06:20:25 AM »

Don't forget neutron bombs,  they kill everything but don;t hurt the buildings and structure.  Or EMP's
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Check out my game Age Past, unique rolling system, in Beta now.  Tell me what you think!
https://docs.google.com/fileview?id=0B-7APna9ZhHEZmRhNmFmODktOTgxNy00NDllLTk0MjgtMjI4YzJlN2MyNmEw&hl=en

Thanks!
Jeff Mechlinski
Ar Kayon
Member

Posts: 190


« Reply #13 on: April 03, 2010, 07:35:46 AM »

I see. You basically separate the damage into Lethal and Non-lethal aspects. The attack does the same value for both, but the armour differentiates between the two.

What's great is that I don't actually have to specify whether an attack is lethal or not; it will be automatically determined by the total effect.  Certain damage types, however, have different thresholds of lethality.  For example, at 4 effect, concussive damage might knock you down and temporily incapacitate you, break a bone or cause some internal injury, whereas being stabbed would result in you slumping to the ground and dying after a certain period of time.  Effects are still a bit hairy at the moment, but by the time I'm done I plan on having very clearly-defined effects for each attack type and effect gradient without complicated tables.
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horomancer
Member

Posts: 54


« Reply #14 on: April 07, 2010, 03:26:35 AM »

Rocket balls! http://news.softpedia.com/news/Rocket-Balls-Are-Pentagon-039-s-Latest-Weapon-98411.shtml
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