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Sometimes there aren't many options to be had.Too. Few. Options.
That's exactly what I'd use to justify it. It's called "get creative with what you've got."Just because there aren't many options to be had doesn't mean we should use that to justify having even fewer on the table
Not a system. A guideline.This new system is great from Personnel to Vehicles, but I think the ships are out-of-whack.
We should also add an extra classification: That a weapons-pod is a class beneath the platform deploying it (eg: vehicle launches PA grade weapons pods, etc).
If you can come to this conclusion, other people can. I don't see a need to spell it out in specific as a per-shot lethality value, and some DPS value, on top of the fire rate value.Using your SMG and pistol comparison, I'd say that though both would be just as lethal on a single shot basis, the SMG is more lethal over time. In just one second, it can fire around 12 or 13 bullets, and in half a second, maybe 6. In the end, it's more tissue trauma and more ballistic fibers torn, meaning, it's a more effective weapon.
Lose the hit points, they don't matter anymore. Any cumulative damage representation doesn't matter as well, because we don't have hit points anyways. Let the details defining the weapon define it; the Damage Rating is just one part of that.Oh. Shit.
That feeling when you realize that you've been thinking of things in terms of the DR system for so long, you couldn't think outside of it anymore. That feeling when you realize that the DR rating of something often mattered more than the details that actually give something its character. That feeling when it took Eistheid breaking it down and going back to the basics for you to get it again. That feeling when you get red pilled.
The current DR system really needs to go die in a ditch.
Of course it's shocking; it's an Aether Shock Array. *rimshot*With the Plumeria and it's Main Weapon Array however, I'm just plain shocked. Shocked because of how wildly inaccurate the current DR system is in giving players or GMs an idea of how effective weapons or armor all are. It's a bit much for me to take. To destroy a shieldless Super Eikan in one shot, that's SDR 40 going off of the current system. Which only goes up to SDR 5. I honestly don't know what to be more shocked about. Should I be shocked over the fact that the Plumeria's cannon hits just that hard, or the fact that the current DR system has fallen so utterly short.
The flaw of that, though, is the intended purpose of the lethality table. How something less protected is even more affected, how something more protected is even less. This would strike me as much - I'll use Cadetnewb's word - undefined.If we have a light anti-PA weapon with 1000RPM I think it would be fairly safe to assume that it's intended purpose isn't to kill with a single round. I mean sure theoretically a single round could get the job done but that isn't how it is designed to be operated. Sort of like how in real life we don't design weapons based on the lethality of a single round unless it is a precision weapon, instead we label them by application such as; 'heavy machine gun' or 'personal defence weapon' or whatever. These weapons aren't categorized based on the way single rounds or even multiple rounds function against a target but rather the application of the weapons system with some being intended for urban environments, suppressive fire, or whatever.
I don't quite get what you're in support of. Rate of Fire should be integrated in a Damage Rating, or not?I'm all for this