01-18-2018, 02:55 AM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
Even absent conscious bias, figuring out who can see what, and then being careful to not let stuff they wouldn't know influence what your npcs do, is a significant amount of work.
|
01-18-2018, 05:06 AM | #12 |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
Use guns with high penetration modifiers and modest damage. For example, if your normal combatant uses a nanoweave tacsuit (DR30/15*) and you want the primary weapon to be a projectile weapon (and if the primary weapon is a laser, I doubt tacsuits will be the issue body armour), rather than an ETC assault carbine (9d pi damage - will penetrate the tacsuit for a small amount of damage most of the time, will sometimes turn the wearer into pink mist), consider a standard assault carbine firing AP ammo (6d pi-). It'll penetrate for about the same damage, but will swing less.
If your PCs are like mine and like hardsuits (DR75/45) and space combat helmets (60/45), rather than finding something with 15-20d of damage, finding something that does 5-7d with (3) penetration works better (assault carbine with APEP ammo, for example, or a gauss rifle). Beware large calibre weapons like gyrocs that do pi+ or pi++ damage, as they make any penetrating hit likely to be very serious. Gauss weapons and AP rounds are good because they tend to be pi-, so even highly penetrating attacks will often be less than lethal.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
01-18-2018, 08:35 AM | #13 | |
Join Date: Jan 2006
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
Quote:
If you're willing to reduce realism further, allow armor to be hardened against ranged attack techs but allow at least one melee weapon to go through it like cheese. This pushes things to large ROF 1 (or even single shot, if you need an ~RPG) style ranged weapons and swashbuckling melee with force swords (or whatever). |
|
01-18-2018, 12:00 PM | #14 |
Join Date: Dec 2012
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
One other way you can slow down combat is to change armor values to be higher but to be semi-ablative. This would make targeting more difficult hit locations to get around armor or to get hits more time in order to lower the armor value until you can start wounding to a greater and greater degree. This will allow the less skilled combat PCs to get at least a few hits in.
|
01-18-2018, 02:30 PM | #15 |
Join Date: Feb 2016
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
The problem is that there is no particular reason for Ultra-Tech weapons to do less damage than High-Tech weapons. A TL9 ETC Anti-Material Rifle, 15mmCL, equipped with APEP ammunition is dealing 22d+1 pi (3) damage with a range of 6,000 yards/27,000 yards (which is honestly better than any TL10 railgun). A TL9 sniper team (a flanker, a leader, a sniper, and a spotter) is probably capable of killing anything less armored than a main battle tank (as the average damage is 78 pi with a (3) damage penetration).
|
01-18-2018, 02:54 PM | #16 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
Survivable Guns makes that 11d (4). Armor Revisited would have DR 154+ stopping this cold. Even DR 75 reduces it to 6d pi. If you use the body hits rule too, this is unlikely to be instantly fatal unless it hits vitals or similar.
Also ETC is a weird option, you don't have to allow it in your setting. Last edited by sir_pudding; 01-18-2018 at 02:57 PM. |
01-18-2018, 05:12 PM | #17 |
Join Date: Aug 2004
Location: In the UFO
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
I suppose. I tend to not lean too much into the "make it a war game" since I usually run games where there are lot of allied NPCs hanging out with the PCs as well as with the enemy. So since "my guys" on on both sides, it tends to even out the bias...
__________________
Is love like the bittersweet taste of marmalade on burnt toast? |
01-18-2018, 05:21 PM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
I don't think bias is the issue here, more like how do you physically do fog of war on the tabletop?
|
01-18-2018, 05:39 PM | #19 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
Quote:
How do I give players the right amount of information so they are making reasonable decisions based on what their characters know? How do I dissociate my knowledge from what the NPCs know so they behave reasonably based on what they know, rather than what I know? I've done stealth combat in GURPS, but only super-abstractly. I had everyone roll quick contests (per vs stealth), if both sides lost no contact occurred, if one side won they had a clear shot, if both sides won they had a mutual detection situation, and in either case it was assumed you got one shot and then people took cover and we went back to the stealth part. |
|
01-18-2018, 06:43 PM | #20 | |||||
Join Date: Feb 2015
Location: Wichita, KS
|
Re: How to Make Ultra-Tech Combat Exciting (TL10)?
Quote:
Quote:
Quote:
Quote:
Some others mentioned limiting or changing equipment. I don't think I need to. Both me and the players are happy with what we have. We've avoided ETC and superscience, which makes things easier. I pretty much just use what I listed above. Quote:
Thank you all for the feedback. It's really helped me think things through, and has given me some good directions to explore. |
|||||
|
|