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05-22-2015, 01:59 PM | #1 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Targeting modifiers
Original post was on the public 6th edition thread; I'm replying here because for this particular bit we're talking about 4th edition.
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For starters: I'm working on a set of play aids. It's a set of cards that you can print out (edit: a set for each player, each containing a card for each speed increment from 5mph to, say, 200mph). Split down the middle lengthwise; one side is meant to be read by the other people at the table, the other is meant to be read by you. (You can fold it along the center line if you want.)
The other thing I've been thinking on is redesigning the vehicle record sheet slightly. Next to each armor facing, beside the armor value, is the "to be hit" modifier based on vehicle size and facing combined. You write that down when you write down your armor values; it's always in the same place, relatively easy to find. Similarly, on your vehicle record sheet, there's a weapon list that calls out each weapon, its damage, ammo load, and modified to hit number. That modified to hit number is based on the gunner skill and computers, if any. Working out all of these numbers in combat starts with you looking at the modified to hit number for the weapon (which as I said includes gunner skill and computers). You glance at your opponent's card, which shows his "to be hit" number for speed. He glances at his record sheet and calls out the modifier for his size and facing. That does away with about half of the table lookups right there. I recommend a tape measure or yardstick with distance modifiers pre-marked on it, so you can get a quick range modifier call. I'm running a game on the 31st with two old Car Wars buddies and two local MIBs who've never played; I'm planning to have a set of the cards for each of them, plus the updated vehicle record sheets, done by then. I will mention how it goes.
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05-22-2015, 02:41 PM | #2 |
Join Date: Sep 2010
Location: Philadelphia Area
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Re: Targeting modifiers
I just want to add that while the speed/direction chart seems comprehensive, in running the PbP game it seems like as often as not a firer is in two arcs and it ends up being "rule in the defender's favor" which can give an un-merited adjustment.
For instance, two cars going the same direction, one shortly behind the other, but offset to the side enough that each car's firing arc goes down the middle of the other car. Clearly this is two cars going the same direction, and the speed modifier should be minimal. Except technically you rule in the defender's favor, which means you're shooting from front arc to side arc or from back arc to side arc and take the target's full speed modifier. Or two cars following each other around a turn, temporarily at exactly a 90 degree angle, firing side arc to side arc. If they are heading the same direction there's no speed modifier, but if they're heading "toward each other" it's the full target speed. What if they're exactly perpendicular? And if the front car was just farther around it would be "moving toward each other" even though one car is following the other. Either way seems undesirable. In other words, for all the supposed additional accuracy of this table, it seems as likely as not to produce a sketchy result, particularly at close ranges. I don't think a huge amount would be lost by just moving to a modifier based on speed and ignoring angles. (Both examples from the latest round of firing) |
05-22-2015, 04:30 PM | #3 | ||
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
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05-22-2015, 06:11 PM | #4 |
Join Date: Sep 2010
Location: Philadelphia Area
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Re: Targeting modifiers
Sorry, to be clear: the attacker chooses which side he's shooting at. But the defender can choose which side to use in consulting the speed/direction chart, which might be different than the location targeted. So in the case where the arc lines cross the opposing vehicle, even if the front car uses a back-mounted weapon to shoot the front of the back car, the back car can say your back is facing my side and therefore you take the full speed penalty instead of the penalty for half the speed difference.
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05-23-2015, 12:53 AM | #5 |
Join Date: Jun 2008
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Re: Targeting modifiers
Doesn't that asterisk comment only apply for the specific condition where vehicles are side arc to side arc?
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05-23-2015, 04:17 AM | #6 |
Join Date: Sep 2010
Location: Philadelphia Area
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Re: Targeting modifiers
I'm not sure; I took the second part to apply always.
But it would arguably still apply. It was the two cars in the bottom center of this map. They were front/side to back/side, so there's multiple arcs including sides involved there. |
05-22-2015, 02:46 PM | #7 | ||
Join Date: Jul 2005
Location: Stevens Point, WI
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Re: Targeting modifiers
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05-22-2015, 04:16 PM | #8 | ||
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
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Edit to add: by "set" of cards I mean one for each 5mph increment through, say, 200mph. When you switch speeds, you pull out the card for the new speed, transfer your handling status marker, and continue playing.
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05-22-2015, 04:28 PM | #9 | |
Join Date: Jul 2005
Location: Stevens Point, WI
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Re: Targeting modifiers
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Makes sense now, thanks! |
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05-26-2015, 10:17 AM | #10 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
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Chris Goodwin I've started a subreddit for discussion of INWO and Illuminati. Check it out! |
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