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| are the combat rules? |
| Too complicatedIt's like doing trig whilst having sex, not a cahnce of getting the rules right. |
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4% |
[ 1 ] |
| To complicated? |
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32% |
[ 8 ] |
| Just right |
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56% |
[ 14 ] |
| Too simple |
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8% |
[ 2 ] |
| So simple the system is chronically broken? |
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0% |
[ 0 ] |
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| Total Votes : 25 |
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Posted: Post subject: |
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comedyofhate
Joined: 06 Feb 2007 Posts: 364
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Posted: Mon Sep 15, 2008 11:01 pm Post subject: combat rules hurt may brain! |
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So how complicated do you think the combat rules are? _________________ Acting Lt. Col James Bryant
Acting CO
Acting Chief Medical Officer
- It's always a pleasure, never a chore..
Last edited by comedyofhate on Tue Sep 16, 2008 5:38 pm; edited 2 times in total |
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Jean-Pierre

Joined: 02 Apr 2008 Posts: 308
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Posted: Tue Sep 16, 2008 8:37 am Post subject: |
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Would you care to split this into two polls. One for combat rules and one for "other" rules? _________________ -------------
Jean-Pierre Capitaine
Armée de l'air
(Team Eden, when we find the apple we intend to eat it) |
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Mali

Joined: 10 Jun 2008 Posts: 122
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Posted: Tue Sep 16, 2008 4:18 pm Post subject: |
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Agreed! _________________ Regards,
Paddy
P FITZGERALD
Capt
OC Welesley
If you build a man a fire you keep him warm for a night, if you set a man on fire you keep him warm for the rest of his life. |
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comedyofhate
Joined: 06 Feb 2007 Posts: 364
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Posted: Tue Sep 16, 2008 5:28 pm Post subject: |
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ooh, sounds gravy. deleted and crecreated the pole, so everyone has to vote again. _________________ Acting Lt. Col James Bryant
Acting CO
Acting Chief Medical Officer
- It's always a pleasure, never a chore.. |
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sm0keyb

Joined: 11 Jul 2006 Posts: 1359
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Posted: Thu Sep 18, 2008 3:49 pm Post subject: |
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I tend to think there's not enough differentiation between the standard calls of weapons in different groups. _________________ Colonel Thomas Thorne R.E. (Ret.) BSc, PhD, MC & bar
North
Armchair warriors study tactics. Professionals study logistics
http://www.ninepara.co.uk/ |
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Broz
Joined: 11 Jul 2006 Posts: 774 Location: Delta Site engaging in character development
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Posted: Thu Sep 18, 2008 11:54 pm Post subject: |
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I'll second Nigel on the sniper rifles, really they're worthless on general use (a SMG has more ammo, more compact and is easier and cheaper to souce as a prop.) Sniper shot really doesn't make up for it as the call either get's missed (see below) or anything worth it's use either has shields, jammy bastard or is otherwise invulnerable (wish i'd never taken the skill for calvin.)
That aside I think enough flexibility exists in the system to represent just about anything, and the sweep of the rules are easy to remember.
However...
I do feel very, very strongly that the system is needlessly chaotic and requires a tweak to smooth combat out.
In the other call based system I do (SINergy) if you are shot, you either defend against the damage (dive out the way / manfully take the hit on armour) or fall over wounded. And nothing else.
I'd like to see similar in Stargate. I would hope that it's effect would be to slow the shouting of calls down and allow players to keep a better track of damage and proper call targeting. Rather than the current two groups of people facing each other shouting.
"SINGLE SINGLE DOUBLE THOUGH SPRAY FIRE DOUBLE DOUBLE SINGLE QUAD SPRAY FIRE DOUBLE DOUBLE THROUGH DOUBLE TRIPLE SINGLE TRIPLE COVER FIRE DOUBLE THROUGH COVER FIRE GLOBAL KNOCKDOWN DOUBLE COVER FIRE SINGLE DOUBLE THOUGH DOUBLE DOUBLE SPRAY FIRE SINGLE SINGLE DOUBLE SPRAY FIRE QUAD THOUGH DOUBLE GLOBAL KNOCKDOWN COVER FIRE DOUBLE THROUGH SPRAY FIRE DOUBLE CRITICAL HIT SINGLE ROCKET DAMAGE SINGLE SINGLE COVER FIRE DOUBLE THOUGH DOUBLE DOUBLE SINGLE....."
I'd then add the addenda that should Cover, Spray or Heavy fire commence the same rule applies, ie you hit the deck or find cover if you can (taking damage as appropriate) or begin dancing like broken puppets to the tune of my whirling cannon...
As opposed to constantly shouting calls while your character’s brains are being splattered across the landscape…
Battle reffing works well in situations such as the fight at the end of the last event with people moving through cover and sniping taking place in move and fire conditions. In melees I feel that it can be very counter productive in a situation where people’s adrenaline is already working.
It’s a persistent problem in the game that I know has lost us players in the past. There is a good degree of ambivalence towards calls based gun combat. I’ve never had a problem with it as I feel it is the easiest and by far the most effective and flexible system available. However, without structure it might as well be playing soldiers in the school yard with sticks. _________________ Maj. Richard A. Calvin (Royal (Space) Marines)
Head Doozer Wrangler; Team MacDonald
Official Porton Down Test Bunny
Custodian of The Fist Of Justice.
"Now, where's my boltgun?" |
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JT

Joined: 12 Jul 2006 Posts: 207 Location: Murrietta, CA
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Posted: Fri Sep 19, 2008 10:05 am Post subject: |
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I've always found it complex, but that's not necessarily a bad thing. There is no unnecessary complexity. It is a system that has evolved, but evolution does not always mean improvement. As I only turn up rarely, what I see are the leaps forward. The system looks a lot different to where we were for event one.
It's three years on, perhaps the system could to with a ground-up re-write, or a nerf at the high-end.
T. _________________ J.T. van Horne |
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dan
Joined: 23 Jul 2008 Posts: 23
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Posted: Mon Sep 22, 2008 11:17 am Post subject: |
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After only one event, my opnion is based on limited experience of SG, but I've done a few other LRP systems over the last 10 years and this one is the most complicated.
The NON-COMBAT rules are fine. The card system is great (if played discretely), as it lets you plan and execute your specific field of expertise and above all, customise your choices.
The COMBAT rules are hectic. Also, since it was my first event, not knowing everyone's name meant I was a much poorer shot than everyone else... (yelling, "James, double through" has much more effect than "Jaffa on the left, double through. No your left, yes you - the tall one. Oh, never mind, someone who knows your name has blown you to pieces").
My biggest single suggestion (which is very easy to implement), is restrict the rate at which people call damage. I heard some people screaming damage calls at such a rate is became a monotonous noise emanating from their frothing mouths. If everyone slows down calls no one is disavantaged and the fight becomes a lot clearer. |
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JT

Joined: 12 Jul 2006 Posts: 207 Location: Murrietta, CA
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Posted: Tue Sep 23, 2008 6:57 am Post subject: |
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Are you thinking of a Maelstrom-style 'One Second Rule' where attacks are limited to one per second?
The inherent issue with call-based systems is getting the target to realise they are the target and take the effect. Saying that, one of the strengths of SG's combat system is that it makes combat LOUD. That is a piece of atmosphere that I would not want to lose.
Calling out RL names, however, I would think of as poor form. We should all be calling "Tall Jaffa", "Jaffa behind the tree" or "Machinegunner" rather than "James" or "Sarah." RL names can be atmosphere breakers for me. I would think of it as borderline cheating. We should only be hearing them from Refs, and then only when necessary. _________________ J.T. van Horne |
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dan
Joined: 23 Jul 2008 Posts: 23
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Posted: Tue Sep 23, 2008 8:53 am Post subject: |
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I think you're right about the noise of yelling replicating the loud confusion of combat, but in my eyes (or ears) the balance isn't quite right.
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