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Mal

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Mal last won the day on June 24

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  1. I'm working on a ruleset to build any ranged weapon in under two pages - should work for Tau'ri and offworld weapons. Will post it here when it's done. Maybe a couple of days
  2. Yeah, I fed back something similar through the feedback form based on conversations with my players. Your characterisation of insufficient design space is bang on. In the interests of simplicity we've collapsed the complexity of the system to the point that in play it raises more questions than it answers. My suggestions were to (1) separate the upgrades into 'functions' and 'addons'. Functions are inherent to the weapon being stated (automatic, belt fed, etc), while add-ons can be added to any of the compatible types - that's your scopes, lasers etc. (2) limit the number of functions, add-ons as well as damage rating based on Bulk. More damage more bulk. I fed back more to the Devs but that's the main points
  3. Some of the feats are good and the suppressing fire rules are okay. Disadvantage on attack may not matter when a lot of stuff will be at disadvantage anyway?
  4. I have had a scan of the two very extensive documents. A lot of work went in here and I don't see anything unworkable, although I think Asgard should remain a non-playable race. Thought your idea on multiple levels of disadvantage was interesting though. Still too complicated. I'd you have 2 levels of disadvantage/advantage, roll 3 d20s and pick the lowest would be perfectly fine and a lot simpler. The increased chance to hit/miss is already there in the number of dice you roll. The main issue here is that I think we're ties to having some classes because we have to maintain the major elements of 5e.
  5. Yes, the system isn't perhaps totally ideal but I think this is a betamax/VHS debate. Sure, betamax had the best picture quality but they were expensive and no one used them. VHS was cheap and good enough for porn and that was that. Here, 5e is a the most mainstream system at the moment. Even though the Stargate system already differs substantially from 5e (moxie, determination, gestalt from 5the level, different races and classes etc) it will have wider appeal simply because it's a system a lot of people are conversant in.
  6. Always struck me that Jaffa going down easier would be down to better training and familiarisation. I can't imagine that confrontted with Alien warriors for the first time I would shoot my straightest. After a couple of encounters they would learn to shoot for the Symbiote pouch and the lighter chainmail parts of Jaffa armor. They become a known(ISH) quantity. It also strikes me that Jaffa armor is best suited to the weapons of the kind of civilisations they're usually suppressing and that it would probably be a waste of resources to equip a mass army that you don't mind taking a few losses with really fancy gear that they may well wind up using against you. As far as this conversation goes, I really don't see the Devs embracing this kind of granularity. We have had quite a lot of pushback on requests to even slightly expand the list of firearms for example and there are a couple of good threads on this. I cant see the bonuses of realism overcoming the confusion and slower pace it would require. If we were making Stargate: MMORPG then I'd say hell yeah let's have complex armor mechanics!
  7. Ranges need looked at asap imho. The 1800m max range for a p90 or any other 'longarm' is ludicrous. Personally I feel like the combat mechanic generally need looked at. Just two sides pummeling each other isn't very interesting. We should design our combat scenarios with specific objectives (activate the switch, dial the gate and escape, power down the forcefield, retrieve the downed team member). Combat then becomes more about stopping the enemy getting in your way rather than chasing down every last mob and hp.
  8. I generally think this is a great idea. It provides a moderate degree of character customisation that is presently lacking - my guys are basically identikit except for their kits. I don't think it makes combat more complex on any real level. I think you might struggle to make the base damage values you've given work with attack specialist etc though. I think to decrease the combat focus even more the weapon you choose should effect social roles with NPCs. If you rock up with a Barret people might be a bit less welcoming than when you pack a discreet p90 - even if both can kill you just as dead. This means player have to balance the cost and benefits with a mind to non-combat activities. Alien weapons should be treated in the same way - if you rock up with a staff weapon you can't expect people to be nice to you, whereas a zat is a bit more low profile. There is also a sniper rifle in the episode where they rescue Teal'c's son from the labour camp. O'Neil takes it from a soldier and takes out a bunch of Jaffa while they bracket the camp with mortar fire.
  9. These changes would certainly make my engineer happier. Shotguns should be rolled into longarms. I don't understand this idea that shotguns are for less combat oriented characters when I think the only time they're used in Stargate is in some of the most intense combat against the replicators. I personally feel there's a need to either provide stats for a few specific longarms from the series with some different ranges, damage dice, capacities. I don't think that's giving the game a combat focus. I think if you ignore handguns you end up with maybe 10 weapons that need stats. Hard agree on the armour changes. Also think engineers should be able to apply their armour upgrade ability to multiple people without having to buy it multiple times same for weapons. This should be capped in some other way - like, instead of adding AC you should add damage resistance for one type of damage for a few hits - something that can be used in the field. You're right, a multitool does not an engineer make.
  10. I do not have time to write a full response right now but I"d like to echo and support the thrust of this. My engineer is very unhappy. More so since another player joined and went Scout which is what he was considering changing to.
  11. Shotgun can also fire weird exotic ammo, which isn't much use IRL, but can be fun in a game - flare rounds for signalling, breeching rounds for dynamic entry etc etc.
  12. The scatter shot should be bird or buckshot. 1d4 seems find for bird, but buckshot should be a d6 and would have a tighter but longer come.
  13. Mal

    Exploration

    Yeah, I hope they do this too. If you're writing your own campaign coming up with settings can be tough.
  14. Agreed, Jaffa soldier is a must have. Mightbalso be good to give us stats for some actual characters from the show. It doesn't have to be perfect, just something to give us ideas when making characters.
  15. Probably on to something there!
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