11-25-2009, 02:48 PM | #31 | |
Join Date: Aug 2005
Location: Denmark
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Re: Longer combat rounds.
Quote:
Say player 1 took a "change posture" action instead of "moving for cover", he would spend 8 seconds to sit up? Or made an attack? In GURPS people are not standing still even when it is other peoples turns, stuff is actually happening at once. That is why it matter to other peoples actions and your own reactions what you did in your last turn. For instance if I chose a Move and Attack action I can't retreat until it's my turn again. Thats because I'm actually running while the others are taking their actions. Also, how does this work when you got 20 people in a combat? Does it then suddenly take 20 seconds to stand up or draw a weapon? It's fine if you want turns to artificially take longer time but this way will not get the result your after. Then it's better to simply say that each turn takes 3 seconds instead of 1. Or simply say, after a combat that X time has passed because there were some natural pauses in the combat that you just didn't play out. |
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11-25-2009, 04:06 PM | #32 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Longer combat rounds.
Quote:
In one match, I was hit by a sniper right out of the gate, on the first spawn, and left bleeding and unable to keep up. He didn't finish me, so I went prone behind some trees and took out my field glasses. I proceeded to call in an artillery barrage on every single enemy rush. By game's end, all of the enemy players had been killed some dozens of times over by artillery. They had not progressed beyond the first objective out of the three or four necessary to complete the map. This dealt them a lopsided loss. From a personal perspective, I had an MP40 and a P08, and could use my class abilities to supply myself with effectively unlimited ammunition, not to mention endless StiHGr 24. However, I did not take out my weapons, fire a shot, or lob a grenade for the entire, lengthy match. I didn't even move. I just sprawled in the bushes with binocs and called in artillery. The rest of my team racked up dozens of individual kills with rifles, SMGs, and MGs. They were involved in several skirmishes with enemies who had survived the barrage. In game terms, they moved more and shot more. While they did that, I parked and waited on the timer between barrages. They saw action, while I mostly saw a shrub and some crosshairs. Despite this, I didn't feel ineffective – my team won largely because of what I did! This illustrates perfectly what I mean about thinking in terms of team goals and whole-battle outcomes rather than personal goals and instant-to-instant heroics.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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Tags |
combat, longer combat rounds |
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