And I think that's great. If one of my players thought like you do and, when using an NSP on a Mindy, go "I know my weapon's not great against this thing, so I'll try to focus on the softer points of articulation", I know that as a GM I'd want to humor you.I might interpret it differently than described, for example I'd probably come up with some ways for light and negligible damage to cause more than cosmetic inconveniences, especially if the shots hit the joints of an armour suit.
The LASR has a weird history of wiki stats not living up to the way it ended up being used in the actual roleplay. It was never considered that effective against power armored targets in contrast to its competitor to go on a Daisy's shoulder-rack: the plasma rifle. Especially considering many opponents had strong exotic armor types like yamataium, nerimium and zesuaium. Faced with a choice between firing ineffectual shots over zesuaium armor, or using the often dependable plasma rifle... the latter was the most popular pick.I noticed the LASR is given as an example of a heavy anti-personnel weapon, though it looks like it was ADR 3 in the previous version. I'm a bit confused about that.
I don't disagree. This was something that was on my mind too. I was on the edge of folding it in with its sturdier neighbor, but refrained because the majority of our roleplayers spend most of their time in uniforms, and some of those - like the Star Army Type 30 - were said to be protective enough to be treated as light personnel tier.I'd also suggest merging the 'vs. lightly protected personnel' and 'vs. heavily protected personnel' tables into just 'vs. personnel' since their content is mostly redundant.
Hey! o/I honestly don't agree on the placement of the Aggressor and Ripper - I feel that the Aggressor should be Tier 7 and the Ripper Tier 6 considering the disparity in size and weight between the two.
There was a post I made a little bit back that had me explained how I rated weapons and why. I basically said:There's also the Offensive Augmentation Pods too - I don't know why they're way up there, but considering how I've usually seen them in RP, maybe Tier 4 or even 3 alongside the SLAG grenades? They are 'mini-missiles' after all, and I imagine the payload that the two carry would be very similar.
Well, previously, we had 5 ships categories. I always kind of felt like we were reaching a ceiling too early for things like SDR5. So many stuff ending up SDR5 when some of them still felt more potent than others. Now we have stretched that out by one and it seems more comfortable to me. I could have made a more clear line between starships and capital vessels like I did the rest, but I chose not to do so and visually made two separate categories look like they were a bigger one - mostly for smoother transition from the previous system to this one.1. Something that I'm scratching my head over is how ships have 6 tiers to differentiate them, while the rest only have 3. That feels like oversimplification when I think there's more in-betweens with some items. This is especially odd since most RP on the site revolves around those three, and PA in particular, yet are the sections with the least depth.
Do you really want to open that can of worms? SADRv2 did about the same thing with little variation; "SP 10, Shield 10/1", "SP 20, Shield 20/2", etc. Like I mentioned in the cliffnotes, it's to avoid arms races. People trying to have their thing be the special snowflake, and one-up the things other people have made.2. The next thing that stands out for me would be how barrier/energy-shield tiers appear to be force matched with armor tiers. Though it's not common, I would like it to be possible to mix things up by having under-armored units with heavy shields or heavy armor units with low shields. That sort of thing. It'd potentially give more flavor to new tech and such this way.
That's based on an earlier recommendation on my part that barriers be worth roughly 2 'potentially lethal' attacks.3. It appears that energy shields are more effective than armor? That could discourage the use of armor heavy but low shield units - I'm not sure why the same hit that'd pierce armor would only deplete a shield by 50%.
Yup, I covered that in the wiki article. It's right above the Tier table:4. This has been a sometimes frustrating point in the past, but is it possible for something of a lower tier to upgun itself, such as a person grabbing an Anti-Armor Bazooka, or a 25mm Precision Rifle? There's mention regarding ships, but not cross category armament.
I think it does include them, cause fighter craft and small shuttles are listed, just none were listed as examples(cause ground vehicles aren't too popular unfortunately)I was told I had to post here, but can we just get a small addendum to have the mecha tree include tanks and ground vehicles?
I mean, it wouldn't hurt to just link them and make it more reinforced. We have examples for most of the stuff. It's just like a few words @_@It's as Syaoran said. I included commonly seen examples from mostly Yamatai, along with a bit of Nepleslia and Mishhu. I also tried to keep my example list to a maximum of 3, which does actually happen. If entering the tank in the examples is important, then I'd need to know which unit it would be replacing.
If you look down at the unit size table, you'll likely see APCs fit inside half a tennis court, so they're solidly light mecha, whereas a battletank would be larger than that, but likely still squeeze in an entire tennis court, so, medium mecha.
At Wes's prompting, here is why this sucks for Fighter and Mecha plots:
With the faction build up guidelines, you're encouraged to make SP 20 and SP50 ships (11 and 14 on the new scale).
A fighter can take 8 same tier weapons, now mecha and fighters can't hurt battleships.
A fighter can do minor damage to the Tier 11 ship but not a whole lot.
At best my fighter/mecha team can take the heaviest possible mecha, and trade all of its weapons for one tier 12 weapon.
This weapon does minor damage to shields, and doesn't really penetrate the armor of battleships. Ontop of that if you've got a smaller fighter or mecha you've got no options for damaging larger ships at all.
The result is that under the new system, a swarm of fighters is not a threat to a larger ship. Under the old system a swarm of fighters (even small ones or power armors) could equip ADR 5/SDR1 weapons which would allow them to be a threat to any ship assuming you have enough of them without having to have a dedicated anti-starship design.
Zack I'm going to tell you something that throws this all out the window. Shield thresholds. For instance, the Sharie that was listed as an example in the new system has a shield threshold of 5. That means according to the old system, nothing a mecha could possibly do would hurt it, cause that's an SRD 5 shield threshold. Mecha can't generate that.At Wes's prompting, here is why this sucks for Fighter and Mecha plots:
With the faction build up guidelines, you're encouraged to make SP 20 and SP50 ships (11 and 14 on the new scale).
A fighter can take 8 same tier weapons, now mecha and fighters can't hurt battleships.
A fighter can do minor damage to the Tier 11 ship but not a whole lot.
At best my fighter/mecha team can take the heaviest possible mecha, and trade all of its weapons for one tier 12 weapon.
This weapon does minor damage to shields, and doesn't really penetrate the armor of battleships. Ontop of that if you've got a smaller fighter or mecha you've got no options for damaging larger ships at all.
The result is that under the new system, a swarm of fighters is not a threat to a larger ship. Under the old system a swarm of fighters (even small ones or power armors) could equip ADR 5/SDR1 weapons which would allow them to be a threat to any ship assuming you have enough of them without having to have a dedicated anti-starship design.
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