06-04-2015, 04:27 PM | #41 | |
Join Date: Aug 2004
Location: Twin Cities, MN
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Re: Targeting modifiers
Quote:
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01-22-2018, 02:03 PM | #42 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
Necro-ing again. Targeting modifiers for speed still bug me. I'm trying to both simplify them, and make reference to only the listed speed penalties as much as possible.
The following are my new house rules. There are three distance bands: "far apart" (4" or further away), "near" (closer than 4" but greater than 1"), and point-blank (closer than 1"). Speed penalties only apply if the two units are near or point-blank. If they are far apart, speed penalties do not apply. All other modifiers continue to apply. (Point-blank bonus is conditional; see my later post for details.) Stationary (target or attacker) bonuses apply if applicable regardless of distance, with some caveats.
More to come.
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01-22-2018, 03:33 PM | #43 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
At near or point-blank:
If two vehicles are moving in the same direction and parallel, then use the faster vehicle's penalty reduced by the slower vehicle's. (In other words if the faster vehicle's penalty is -3, and the slower vehicle's is -2, there is a net -1 penalty.) If two vehicles are moving in opposite directions and parallel, then combine their speed penalties. (For example, if both are at a -3 speed penalty, then the net is a -6.) The minimum speed penalty in this case will be -1, or -2 if the vehicles are at point-blank. If they're moving perpendicular, toward or away, use the faster vehicle's speed penalty. If two vehicles begin and end a phase within 1" of each other, they can each claim the point-blank combat bonus, but will still have to contend with the speed penalty.
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01-22-2018, 11:47 PM | #44 |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Targeting modifiers
As far as the speed modifiers, make sure that you take a look at the 6th post in this thread. It unwinds the speed targeting modifiers into something simpler and more usable, while still getting the same results. I use this unwound table in my play aids for conventions and most folks can comprehend it.
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01-23-2018, 09:23 AM | #45 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
Quote:
Still takes more thinking.
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01-23-2018, 10:38 AM | #46 | |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Targeting modifiers
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I have more than a few thoughts on the subject, but they're probably a bit moot at this point, as from what's been shown of 6th edition thus far it looks like weapons fire is probably going to custom dice.
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Dynamax Designs, Designing quality since 2035. Watch your handling and remember to Drive Offensively! |
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01-23-2018, 12:25 PM | #47 | ||
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
Quote:
I think I've almost got something; with what I've got (far, near, point-blank) you're either counting speed modifiers or distance penalties, but not both. I'm going partly on the notion that at a distance, the target's speed matters a whole lot less, but closer up a car can whoosh past you quicker than you can target it. My next idea is to use speed ranges: stopped (+1), slow (+0), medium (-1), fast (-3), extreme (-5). Medium is 30 to 57.5 mph; fast is 60 to 117.5 mph; extreme is 120 to 237.5. Every doubling beyond that is an additional -2. Speeds above slow cancel out any point-blank bonus, and at point-blank the speed penalties above slow are doubled. In a head-on or tail chase (front to front, front to rear, rear to rear), use the two vehicles' net speed (maybe halve the penalties from that, not sure). In a side to side or front/rear to side, use the target's speed only. Playtesting will find the bugs in this. Quote:
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01-23-2018, 12:54 PM | #48 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Targeting modifiers
It occurs to me that we can simplify relative direction: either parallel (short axis to short axis or long axis to long axis) or perpendicular (short axis to long axis). And we can simplify relative velocity: closing, holding, or opening. There's something there; I'll think on it more.
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