It took people a while to adjust to the present DR system, too. Referring back to the description pages and such. There's always adjustments.
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SSharp said:This should still be discussed. It's my understanding that quite a few people think it's an important topic.
If you think it's important: talk. That's the only way issues with the systems will be resolved.
Fred said:....
Shields are also a concern. Damage tracking on a grand scale is rather tricky to do and involves a factor of book-keeping that we could do without. One of Uso's early disagreements with shields having hit points was simply not the way our technology actually works and I kind of have to give him the argument now that I understand these kinds of things better. As I GM, I believe I can perhaps find ways to tastefully integrate these things.
.......
Furthermore, to spice things up there are several weapon types which could be quite effective against certain defenses and less so against others, in a kind of rock-paper-scissors relationship. In this case, we have shield, barrier and energized armor as our defense values.
[19] <Fred> Shielding/Barriers are essentially renewable plotshields for player character. The ability to make mistakes or to endure without paying a hefty price for it.
[19] <Fred> just like power armors are a GM's tool as much as a Player's to allow characters to be more capable and have 'crunchability', shielding on-top of that is important, especially since I've implied that weapons are much more lethal than they used to be.
Please note for this new term shields we have reduced it to distortion shielding or deflection shielding. Its a particular confusing term. However, I remember someone mentioning Wes is very particular about distortion shielding so I want to get this ok first before we give this definition a better name.[19] <Fred> Distorsion is whataether is supposed to pierce, and yet, today's shields are just layers of hit points
[19] <Fred> if distorsion deflect away attacks, like beams, then it gives that shield type an identity
Under the old System you might still call these "hit point" shields. However, as concept of hit points is not necessary and can be easily replaced with a concept of three values like Fred has suggested for other things.[19]<Fred> barriers are pretty much harder shells that have attacks 'prematurely' hit before striking the target
[19] <Fred> whereas energized armor improves a material's capacity to soak/endure damage.
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Doshii Jun said:We have opposing tech for different factions. Yamatai uses distortion shields with maybe some scalar shielding, and the hardened "barrier" technology it got from the NDI; Nepleslia uses three different types of shields, with maybe one of those being of "barrier" type; Abwehrans don't even use shields; Gartagens use defense screens that possibly act like barriers and can be projected for dozens of kilometers; and the NMX use alien technology we do not define.
Overview of the Fred's Musing on DR rating end proposal:
Third-Gen DR system
- Eliminate SP values in favor of GM/RP imagery as to how much punishment a target can take.
- Retain grade values of the second-gen DR system: this illustrate the armor resilience/weapon penetration strength.
- Use a simpler 15-unit scale, combining the approach with the first-gen system with the variety of the second.
- The benchmark is that an attack of a rating equal to the defense value is potentially lethal (no one designs a rifle to be medium anti-armor and not expect it to do its job: possibly kill a power armor with a well-placed attack).
An attack value weaker or greater than the defense value will get progressively more/less damaging on up to 3 steps, where the damage caused will be minor or devastating. Lesser attacks beyond likely will cause negligible damage whereas greater attacks probably will one-shot kill (i.e.: Medium anti-personnel weaponry [2] on a light armor target [4] will cause minimal damage [attack 2 steps weaker than target's protection] ).
- Range of values:
01 Light Personnel-grade protection/Anti-Personnel weapon
02 Medium Personnel-grade protection/Anti-Personnel weapon
03 Heavy Personnel-grade protection/Anti-Personnel weapon
04 Light Armor-grade protection/Anti-Armor weapon
05 Medium Armor-grade protection/Anti-Armor weapon
06 Heavy Armor-grade protection/Anti-Armor weapon
07 Light Mecha-grade protection/Anti-Mecha weapon
08 Medium Mecha-grade protection/Anti-Mecha weapon
09 Heavy Mecha-grade protection/Anti-Mecha weapon
10 Light Starship-grade protection/Anti-Mecha weapon
11 Medium Starship-grade protection/Anti-Starship weapon
12 Heavy Starship-grade protection/Anti-Starship weapon
13 Light Capital-grade protection/Anti-Starship weapon
14 Medium Capital-grade protection/Anti-Starship weapon
15 Heavy Capital-grade protection/Anti-Starship weapon
Suggested damage handling model was that if a medium armor survives a hit from a medium anti-armor weapon, it is likely compromised and will poorly fare an a repeat attack at the same location. More powerful attacks will tend to penetrate defenses and cause damage beyond them. Weaker attacks will likely gradually ablate/chew through the protection.
Suggested behavior for defenses such as the M6 Daisy's barrier protection is to count as 'temporary armor allowance', with an equal-rating attack 'draining' (halving) the protection, and the next 'depleting' it - weaker attacks drain it slower, larger ones topple it/overwhelm it faster. There's no precise science or math behind it - since that part is mostly handled by the referee.
Temporary defenses can recover equally fast, due to efforts from engineering crew (transferring/boosting power) to a power armored infantry soldier taking cover, taking a breather and allow his barrier to recover.