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Old 04-23-2012, 12:34 PM   #1
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default Designing a "minimap" ability

I have a bunch of cyborg troops with what I joking call the "FPS protagonist package" which consists of 3 things.

Secure Communications (p)ts for talking to your buddies and high command.

Internal computer (1 pt accessory) for storing mission objectives, email, lolcat pictures, tactical programs, etc.

HUD (1 pt) for information display, such as ammo count, who that guy is, etc.

Minimap (?? pts) which shows you where your allies are, known enemies, up to date maps (changes building X from OK to Rubble as soon as someone sees it has been turned into rubble).

The minimap I'm not sure how to price. At first I was going to go with Pararadar, to represent having many eyes and databases all over, but then I wasn't so sure that was the right way to do it. Any help would be appreciated, I'm just not sure where to go with this.

Bonus Question
While it's use is obvious on any high or ultratech battlegrount, how useful would these abilities be if you were in a low tech battleground? I mean swords and arrows and stuff. Not a lot of fire and maneuver going on there.
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Old 04-23-2012, 12:51 PM   #2
Gigermann
 
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Join Date: Jul 2009
Location: Oklahoma City
Default Re: Designing a "minimap" ability

The TacNet program (UT149) does this, basically. What you really need to be asking, though, is, "What is the end result of having the minimap?" The answer will tell you, more accurately, what you need to know. In the case of the TacNet program, the answer is a +1/+2 to SK:Tactics—therefore, pricing it is easy.

No reason it wouldn't be as useful in a Low-Tech setting—but you can guarantee the other guys won't have it :P
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Old 04-23-2012, 12:57 PM   #3
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: Designing a "minimap" ability

In a HT or UT I would call a minimap a perk. It really is a part of your computer and communications.
In a LT game the equipment likely not around so then it would cost more.
So building it as an advantage is interesting.
Absolute Direction to start but that only covers where you have been.
Telecommunication with Visual handles the communication bit and could give you an upload for the map as seen by others.
A Compartmentalized Mind to dedicate itself to just building and updating the map. This frees up the PC for other actions.
A perk to overlay the map like a HUD

If you want it to update without a member of the team having to see it then you buy Para Radar and/or detects to add in the additional information.
Probably more points then its worth in a LT game.
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Old 04-23-2012, 01:02 PM   #4
thulben
 
Join Date: Sep 2006
Location: SF Bay Area, CA
Default Re: Designing a "minimap" ability

In addition to what everyone else has said, I'll add this: if all of your players have the same ability, call it a campaign feature and don't bother trying to ascribe points to it.
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Old 04-23-2012, 01:49 PM   #5
NorphTehDwarf
 
Join Date: Sep 2008
Default Re: Designing a "minimap" ability

Quote:
Originally Posted by Refplace View Post
In a HT or UT I would call a minimap a perk. It really is a part of your computer and communications.
In a LT game the equipment likely not around so then it would cost more.
So building it as an advantage is interesting.
Absolute Direction to start but that only covers where you have been.
Telecommunication with Visual handles the communication bit and could give you an upload for the map as seen by others.
A Compartmentalized Mind to dedicate itself to just building and updating the map. This frees up the PC for other actions.
A perk to overlay the map like a HUD

If you want it to update without a member of the team having to see it then you buy Para Radar and/or detects to add in the additional information.
Probably more points then its worth in a LT game.

Even in a UT game, you might give these abilities a "fickle" PM, like in Thaumatology p. 200 (I think it's in Fantasy and Powers, too, but don't have those books). Basically, every time you try to use the power, it's subject to an reaction roll. It wouldn't be too hard to change that reaction roll to a skill roll (based on the Engineer (Software) skill or Cartography skill of the guy who coded the OS), where a success means the power works for the encounter, a critical success gives a bonus, a failure gives a penalty equal to the margin of failure, and a crit failure gives a penalty equal to the margin of failure, but the players are unaware of this until their map directs them into an ambush or through a lake.
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