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The Damage Rating (DR) system is a guideline, not an absolute rule. Actual effects of weapons on ships and such are, in the end, based on the judgments of the Game Master. For automatic weapons, the system is roughly aimed at effectiveness within a small time frame, 10 seconds or so depending on the Game Master's interpretation.
With the new system, which is geared more toward narrative values, adjustments to weapons ARE NECESSARY to get the weapons to have their intended effect as the constant is no longer damage done over 10 seconds but is per shot. They have to move up (or mostly down if the weapon relies on ROF instead of pure damage) to preserve the feeling of damage over time as opposed to one shot one kill. Of course, balance is something that has to be taken care of in order to keep things from feeling like people are sniping with machine guns.
I'm addressing this late. My response:Well, considering there are weapons that can make 30 shots a second, the damage rating system becomes moot.
Well that's assuming it actually meant 'hit' entirely literally. Based on the language of the article, I'm more inclined to believe that 'hit' is supposed to mean 'attack'. However you can't just entirely disregard the old system either way. Because the designers of the weapons used the old system and they were trying to convey a certain level of potential damage when making them. So the design of the old system should be kept in mind when considering the new system. Especially since the old system it was not easy to pull a one shot one kill(no matter how you look at it based on what it says), if you base the new Damage system on individual hits, it needs to be balanced so that it's not taking out things of equal rating in one shot. Even in real life if you have armor "Rated for high powered rifles" that means it can stop said high powered rifle round, not "if can stop everything weaker than that but not that". That's just a simple matter of logic.
Also it should be noted that there is no ship in the setting 'above' the damage class of a Plumeria. its weapons are way above its own 'armor class' because it's a gun ship. So yeah a plumeria can roast a Super Eikan, but it's not about the plumeria's armor it's about the plumeria's weapons. If the super Eikan fired on an unshielded Plumeria it would likely be roasted as well. Because it like he plumeria has some super powerful weapons.
That's a strange way to put it. Thing is, right now we're trying to approach this matter in terms of demonstrating its usage, and we're making conversions. Past the grandfathering stage, new submissions probably won't face that problem. It's not balancing so much as simply converting to meet the mental image intended for it. i can tell you, in real life, a submachinegun doesn't care how it balances against a pistol - it does what it does, and that's the end of it. Because of the SMG's high rate of fire, not only can you kill someone really quick if you're accurate, but you can also significantly crater into an automobile - or at least much more than a pistol would.The new system should still be able to reflect that weapon's feel based on the description of the weapon, regardless of the numerical labels it carries from the old. If the weapon was capable of putting down something of its equal class in a single shot, one of two things should happen: Looking at the ROF of the weapon to make sure it's not flinging 50 decisively lethal shots in a short time span (balancing issue), or lowering the class/designation of a weapon to reflect its intended effect (information aesthetic adjustment). Voila! The weapon fits perfectly in the new system, GMs have options because the can see clearly when a weapon is purely destructive, or wears down a target over time.
Actually, all it did was make fights longer because I was trying to make SARP more like Star Trek, when it actually was more like Babylon 5/Macross/Starship Operators/Martian Successor Nadesico.TL;DR - The old system wasn't what it needed to be from a narrative standpoint and swings too much in the favor of power gamers and min/maxers.
Maybe a simpler way of putting it is as I said before, to make sure we don't end up with guns that are as powerful as snipers with the rate of fire of a mini gun. ADR 5 because of ROF should not equate to ADR 5 because of pure singularly destructive power as far as the converted classification goes.That's a strange way to put it. Thing is, right now we're trying to approach this matter in terms of demonstrating its usage, and we're making conversions. Past the grandfathering stage, new submissions probably won't face that problem. It's not balancing so much as simply converting to meet the mental image intended for it. i can tell you, in real life, a submachinegun doesn't care how it balances against a pistol - it does what it does, and that's the end of it. Because of the SMG's high rate of fire, not only can you kill someone really quick if you're accurate, but you can also significantly crater into an automobile - or at least much more than a pistol would.
You're taking one of the concepts for the revision and going backwards. Chicken and the egg and what not.TL;DR - I'm not here to talk about Quality vs quanitity or about RoF equivalencies. I'm here to bring up the problems with the notion of "One shot one kill" vs something of the same rating.
That is true yes, that an anti-armor weapon should be able to take out armor if to the right place. But that is a weapon -stronger- than Armor. Something that is not the conventional weapon for the same such armor units. the LSAR and the HPAR are both standard infantry weapons. The armor would've been redone or designed in a way that they can handle such weapons. Yes if someone with a weapon specifically designed for taking out the armor shows up then power to them. But that should not be the standard expected encounter for the armor, if it was, the armor would be made stronger, because if the armor is meaningless to what you -plan- to fight, why do you have the armor at all?You're taking one of the concepts for the revision and going backwards. Chicken and the egg and what not.
Say you have a medium power armor, like the M6 Daisy. Say you fire a gun at it. If it's ideal to kill a Daisy, and can do the job by striking at a vital spot like the helmet and the chestplate. Then, it's a Medium Anti-Armor weapon. We call it that, because it does its job.
The Daisy's Yama-dura armor is amazingly resilient: it can cope to an extent with everything that's less than Class 5 and be expected to protect its wearer. Anything lower will damage the armor, and increasingly less as the margin between the rating of the Daisy's armor and the weapon used against it widens. A Light Anti-Personnel weapon (Class 1) will do practically nothing.
If armor-borne weapons required multiple hits around a vital location to be fatal to the Daisy, then they probably weren't Class 5.
Isn't that what I've been saying before?TL;DR - Anti-armor should 1 shot armor in the right place, but the standard weapon for armor should not be considered anti-armor
Yay, someone gets it!It's as simple as that.
Like I said I've skimmed it, so I don't know entier specifics, but I saw the issue of LSAR killing Mindy and HPAR killing Daisy in one shot. But what @Eistheid brought up is kind of one of my concerns. Armor is genrally made -after- the weapon is made. Like I said if you make an armor rated for "High power rifle rounds" that means that it takes -more- than a high power rifle round to stop it. It's just logically weird based on that to say: "A class 5 kills a class 5". When clearly if it's -breaking- the class 5 in one shot it's -stronger- than said class 5. Not "equal to it" The weapon that can ignore said armor should be stronger than it. Not the weapons that can't breech it be weaker than it. You don't value armor by "What is stronger than this?" But "What can it stop." So an armors rating should be a measure of what it can prevent.Isn't that what I've been saying before?
Yay, someone gets it!
It is honestly semantics but I think some semantics are important for ease of use. Most people are going to actually see equipment before they see the damage system, if they even look at it at all for more than a glance. It would save on explanations to new members mid fight if we just went with logic that was already in their head as opposed to trying to plant new logic in there.Yup, but this is a Damage Rating guideline, not an Armor rating one.
I do get what you say, but then, it's just a quibble with prefered nomenclature, not what it actually ends up doing.
@Doshii Jun you're my go-to gun expert. Chime in, please?