Pre-Alpha Project - Stats

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Kris Knives
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Pre-Alpha Project - Stats

Post by Kris Knives » Thu Jan 05, 2012 10:30 am

The subject has come up as to what game stats should be and how we need to work this out in order to all be on the same page for any game mechanic rules and I agree it will be hard to even discuss other subjects till we have this area thought out.

I'd like to keep this pretty close to what Matt outlined as this is one the few areas we do rather have a clearish guideline to work from since he provided play test stats. Here is my own views on the subject:

Mandatory

By Squad Unit
Movement
Combat Skill*
Defense
Armour
Hit Points
Command

By Weapon
Strength
Range
Rate of Fire

The way I'm seeing is the stat really in question here combat skill which I think if you look at Matt's notes appears as "Shooting Skill" suggesting perhaps he did want to split this stat.

This might be a very simple split such as just shooting & melee but it could also go more complicated and include say Artillery Skill or Barrage Skill etc. etc.

Personally for Pre-Alpha test play I'd like to either boil this down to one stat for now or expand it into Shooting Skill, Melee Skill & Dark Potential Skill.

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Re: Pre-Alpha Project - Stats

Post by evilgreenthing » Mon Jan 16, 2012 1:18 am

These look good. Nothing really to add to that.
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Re: Pre-Alpha Project - Stats

Post by Wiouds » Mon Jan 16, 2012 1:48 am

I say that shooting, melee and arcing skill should be different as allow more noticeable differences to the squads.

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Re: Pre-Alpha Project - Stats

Post by evilgreenthing » Mon Jan 16, 2012 12:28 pm

hmmmm, true, im gonna agree with wiouds on this one
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Re: Pre-Alpha Project - Stats

Post by Tmb » Wed Jan 18, 2012 12:12 am

I think armor and defense should be the same thing, because your armour isnt going to stop the bullet after it gets through your defense, because technically your defense is your armour... unless someone can give me a good reason why they are a seperate stat I stand by my point.

Also close combat and shooting should definately be seperate because if your good at shooting it doesnt make you good at fighting in close combat.
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Re: Pre-Alpha Project - Stats

Post by Wiouds » Wed Jan 18, 2012 2:04 am

From a game play POV the stats needed for the 2d6 roll can not be the same value as the 1d6 roll.

Yes, a hit only happen when the attack get through the armor. If you is able to get an airsoft gun's BB to bounce off a tank, I am not calling that a hit no matter how many times you do it. That is the value of armor. It is a rating of how well it can prevent damage from attacks that come in contact with the armor.

This lead into the question of will the attack come in contact with the armor and become a possible hit. It would not be hard to get the BB to come in contact with the armor of the tank. It would be hard to shoot a person on a motorcycle with the arsoft gun.

For DP:
First, you need to answer if the attack will come in contact with the armor and become a possible hit.
Then, you must ask if any of these possible hits will become true hits.

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Re: Pre-Alpha Project - Stats

Post by LLeRRoux » Wed Jan 18, 2012 6:54 pm

Defence is how hard it is to get a bullet to touch you, armor is how strong a hit needs to be to actually do any damae. It's the same difference as being able to dodge bullets (defence) or being able to take a bullet and not get hurt (armor).
A unit with heavy armor could have a great armor stat, but maybe it would make him a larger target, so he's easy to touch and he has crap defence.

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Re: Pre-Alpha Project - Stats

Post by Wiouds » Wed Jan 18, 2012 8:33 pm

With defense and armor being different numbers, we could add a weapon property of "armor piercing (#)" where the number, (#) is the set of possible hits one get before get an automatic hit. So "Armor Piercing (4)" for every set of four possible hits one will become a hit.

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Re: Pre-Alpha Project - Stats

Post by evilgreenthing » Thu Jan 19, 2012 12:03 am

Ohh, wiouds, that is good. Nice and simple, but makes a lot of sence. How does it tie into armour value of a squad tho?
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Re: Pre-Alpha Project - Stats

Post by Wiouds » Thu Jan 19, 2012 12:27 am

evilgreenthing wrote:Ohh, wiouds, that is good. Nice and simple, but makes a lot of sence. How does it tie into armour value of a squad tho?
It is a way to bypass armor including very high value armor. Have a large squad with weak guns again up against a armored foe who armor rating even with gun strength reducing it is still greater that 6 a change for their shoots that make contact with the armor to become hits.

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Re: Pre-Alpha Project - Stats

Post by evilgreenthing » Thu Jan 19, 2012 3:12 am

Ahh, I see. Makes more sense now that I think about it :mrgreen:
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Re: Pre-Alpha Project - Stats

Post by Wiouds » Fri Jan 20, 2012 2:54 pm

Should we have DP stat that some abilities work with?

Like a push ability?

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Re: Pre-Alpha Project - Stats

Post by Kris Knives » Fri Jan 20, 2012 4:54 pm

I certainly think so along with melee/shooting skill. Do we all agree on that?

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Re: Pre-Alpha Project - Stats

Post by evilgreenthing » Fri Jan 20, 2012 11:20 pm

Yup, 100%
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Re: Pre-Alpha Project - Stats

Post by LLeRRoux » Sat Jan 21, 2012 3:18 am

evilgreenthing wrote:Yup, 100%

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