Fred
Retired Staff
It's begun. I've started an article right here: https://wiki.stararmy.com/doku.php?id=fred_s_damage_rating_revision
https://wiki.stararmy.com/doku.php?id=fred_s_damage_rating_revision
This is currently very raw, with me just writing what came to mind. I get the impression I put the idea on display much more brilliantly before, but I don't quite remember how it was exactly. I haven't been able to find it using XenForo's search engine either.
This is not yet a submission: I'm putting it on display so that the people that care for such a change, or whom are critical about it can comment on it. I also don't think the article is presently very audience friendly, and could do with a bit of clarification - though I don't consider myself the highest authority on how best to achieve this.
Key points:
https://wiki.stararmy.com/doku.php?id=fred_s_damage_rating_revision
This is currently very raw, with me just writing what came to mind. I get the impression I put the idea on display much more brilliantly before, but I don't quite remember how it was exactly. I haven't been able to find it using XenForo's search engine either.
This is not yet a submission: I'm putting it on display so that the people that care for such a change, or whom are critical about it can comment on it. I also don't think the article is presently very audience friendly, and could do with a bit of clarification - though I don't consider myself the highest authority on how best to achieve this.
Key points:
- Have damage ratings be faithful to SARP's more common plot's narrative trends.
- Give units larger than power armors and smaller than small ships some acknowledgment.
- Restore the viability of infantry and smallarms in the setting, especially by contrast with power armor.
- Give more freedom as to what kind of hardware can be used by unit size-category and how viable it is against something superior (i.e.: infantryman with anti-materiel sniper rifle vs. Daisy helmet = potential kill)
- Weapons kill what they are meant to kill. If they don't, it's because they didn't hit anywhere fatal (screw hit points-style plotarmor)
- If you sustain damage, it's likely because the weapon was non-fatal.
- Streamline the impact of shielding on the setting. It's a plotshield.
- Not every weapon is equal, most likely would be adjusted for the purpose and imagery intended. There's a Plumeria example of that at the end.