During my time in SARP-Land, I've learned that a few things big people. From the channel, from the forums, from players and GMs alike.
Here, I've dumped three problems I've noted and three solutions.
My question is this: Could they be implemented (if desirable) without any retconning?
Issue 1: FTL missiles. Stupidly effective: Unfair. Room for abuse here.
How?
Missile launches, achieves FTL velocity, strikes target. If misses, decelerates and strikes for TOP SCORE. Supposedly never misses. Makes beams and physical weapons redundant, making half of the SARP's weapons "obsolete". Ugh. Not good.
Fix:
Make it hard for them to decelerate and to avoid using them at melee (well, starship melee) ranges, give them a distance to achieve their terminal speed so they can be "seen" and recognized during the acceleration phase.
Issue 2: Tiny systems: Big offense, big defense. No formal declaration of kinetic resistance.
So in english? Something has DR-LOLBIGNUMBER but it's (as stated by Wes) probably fragile because it's so damn small and thin. Not because IT is fragile: It provides less direct defense to a wearer or user. Like say, a Mindy: Wes has said in the past a clean high velocity round to the neck of any Yamatai armor pilot is lethal, regardless of DR.
This is where agility SHOULD come into play.
Fix:
Under cockpit or crew count, "Kinetic Resistance" should be noted if necessary.
What does this mean???
If the unit crashes hard, will the pilot feel it?
Will it tumble them about or even transfer the impact into them? Could it kill them?
This formally creates room for anti-powered-armor weapons and means GMs can create more challenging scenarios for their PA wielding players where there's a sense of real risk. It also means a glorified skinsuit of awesome isn't the be-all and end-all of combat. There's room for variety and flavor.
Issue 3: There's nothing to put off people micronizing everything and "messing up warfare": SARP technology is almost at a singularity. Some people think it's ridiculous. I ...Have to agree.
What's a micronized system?
Anything that's ultra-portable. An aether device skin-thin or a skin-tight exo suit or a pistol with the power of a cannon or a micro computer the size of a pencil-case with the processing power exceeding today's most powerful equipment.
Some things are getting stupidly tiny now.
Fix: (Wes liked this - So did Doc)
We don't tone it down: We do something smarter:
We create a disadvantage so there are good and bad reasons for micronized systems.
Micro-systems are more fragile and hard to repair without dedicated systems and substantially more expensive for the every day man unless he can produce it with his own machine-shop.
Say something micronized gets hit: Like a micro-aetheric device. It's more likely to break than one three times it's size the size of a beer-can and it'll be harder to fix so it'd be cheaper just to replace the damn thing, right?
We give bigger more rugged kit a bonus: While it's heavier (and therefor less agile) it can cope with more hits and it's easier to repair in the field, almost like a tank or toyota: there's a defenete advantage to something BEING bigger, despite only doing similar amounts of damage and having a lower overall DR: It can take repeated battering and keep plodding along without systems catastrophically failing.
Of course, agility is the big pro to micronization: You have the ability to go places bigger units can't and you're a smaller nippier target. Harder to hit but more delicate.
Again, this encourages variety and means we can field more interesting units to fight players: Maybe in a "baddie of the week" flavor for those of you into that kind of thing, huh?
Here, I've dumped three problems I've noted and three solutions.
My question is this: Could they be implemented (if desirable) without any retconning?
Issue 1: FTL missiles. Stupidly effective: Unfair. Room for abuse here.
How?
Missile launches, achieves FTL velocity, strikes target. If misses, decelerates and strikes for TOP SCORE. Supposedly never misses. Makes beams and physical weapons redundant, making half of the SARP's weapons "obsolete". Ugh. Not good.
Fix:
Make it hard for them to decelerate and to avoid using them at melee (well, starship melee) ranges, give them a distance to achieve their terminal speed so they can be "seen" and recognized during the acceleration phase.
Issue 2: Tiny systems: Big offense, big defense. No formal declaration of kinetic resistance.
So in english? Something has DR-LOLBIGNUMBER but it's (as stated by Wes) probably fragile because it's so damn small and thin. Not because IT is fragile: It provides less direct defense to a wearer or user. Like say, a Mindy: Wes has said in the past a clean high velocity round to the neck of any Yamatai armor pilot is lethal, regardless of DR.
This is where agility SHOULD come into play.
Fix:
Under cockpit or crew count, "Kinetic Resistance" should be noted if necessary.
What does this mean???
If the unit crashes hard, will the pilot feel it?
Will it tumble them about or even transfer the impact into them? Could it kill them?
This formally creates room for anti-powered-armor weapons and means GMs can create more challenging scenarios for their PA wielding players where there's a sense of real risk. It also means a glorified skinsuit of awesome isn't the be-all and end-all of combat. There's room for variety and flavor.
Issue 3: There's nothing to put off people micronizing everything and "messing up warfare": SARP technology is almost at a singularity. Some people think it's ridiculous. I ...Have to agree.
What's a micronized system?
Anything that's ultra-portable. An aether device skin-thin or a skin-tight exo suit or a pistol with the power of a cannon or a micro computer the size of a pencil-case with the processing power exceeding today's most powerful equipment.
Some things are getting stupidly tiny now.
Fix: (Wes liked this - So did Doc)
We don't tone it down: We do something smarter:
We create a disadvantage so there are good and bad reasons for micronized systems.
Micro-systems are more fragile and hard to repair without dedicated systems and substantially more expensive for the every day man unless he can produce it with his own machine-shop.
Say something micronized gets hit: Like a micro-aetheric device. It's more likely to break than one three times it's size the size of a beer-can and it'll be harder to fix so it'd be cheaper just to replace the damn thing, right?
We give bigger more rugged kit a bonus: While it's heavier (and therefor less agile) it can cope with more hits and it's easier to repair in the field, almost like a tank or toyota: there's a defenete advantage to something BEING bigger, despite only doing similar amounts of damage and having a lower overall DR: It can take repeated battering and keep plodding along without systems catastrophically failing.
Of course, agility is the big pro to micronization: You have the ability to go places bigger units can't and you're a smaller nippier target. Harder to hit but more delicate.
Again, this encourages variety and means we can field more interesting units to fight players: Maybe in a "baddie of the week" flavor for those of you into that kind of thing, huh?