04-04-2010, 10:42 AM | #21 | |
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Re: Weird Science Personal Shields; ideas and consequences
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But I definitely like the FP damage instead of toxic damage.
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Demi Benson |
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04-04-2010, 11:47 AM | #22 | |
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Re: Weird Science Personal Shields; ideas and consequences
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If you want to add some complexity:
That way, it doesn't give the "armor-plated eggshells" problem, and all forms of attack are still potentially deadly, but more survivable when in limited application (like a single gunshot or grenade). Armor will still have its place, but the shields can make the difference between "dead" and "dying, so get to a hospital quickly". Pick a Damage Reduction scheme like "10 for Light, 20 for Medium, 50 for Heavy" (and Armor Hardening steps of 1, 2, 3), and multiply by whatever factor of BL and shield weight you want to fit the setting. Also, since the shields are bio-energy-based, you should have bio-energy weapons that ignore the shield. Some ideas:
And someone will come up with a way to use orgone-based ranged weapons, like:
Now I'm thinking of including this bio-energy shield in my Robotech/War Against the Chtorr/Reign of Steel/Supers game.
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04-05-2010, 03:30 AM | #23 |
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Re: Weird Science Personal Shields; ideas and consequences
I think the existence of orgone-based ranged weapons would fully break all the effects the introduction of such shields would make.
Also, a consideration: It is a big difference whether the already-ablated shield resists highly impersonal attacks with the full or reduced amount of DR. |
06-27-2011, 02:30 AM | #24 |
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Re: Weird Science Personal Shields; ideas and consequences
I'm still pondering the idea, and I figured I could try to simplify the calculations somewhat, in accordance with advice given. Here's how I might do it now:
Simplified shield statistics:
Simplified depletion and penetration rules ('attack classes'):
Attacks come in classes and with modifiers.
Are there any unforeseen consequences of allowing Medium/Heavy shields (which would grant roughly 100/150 DR, assuming ST about 10)? Also, a thing I haven't thought about much before is that such shields will not only make the artillery's life harder, but also nerf antipersonnel mines. Last edited by vicky_molokh; 06-29-2011 at 04:33 AM. |
06-27-2011, 09:38 AM | #25 |
Join Date: Dec 2007
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Re: Weird Science Personal Shields; ideas and consequences
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06-27-2011, 09:53 AM | #26 |
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Re: Weird Science Personal Shields; ideas and consequences
At which point people are better off stabbing the target using Spear (Bayonet) and pulling the trigger. Which is why I went the other way, with those esoteric attack class differences.
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10-01-2011, 06:04 AM | #27 |
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Re: Weird Science Personal Shields; ideas and consequences
A fascinating thread. And timely for me. I was planning on springing something similar on my players.
Is nerf used in this context as a verb or a noun?
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10-02-2011, 02:23 AM | #28 | |
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Re: Weird Science Personal Shields; ideas and consequences
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Verb, meaning 'reduce effectiveness of'. While the term usually refers to something becoming less effective due to a change of game mechanics (e.g. between editions/patches), in this case it just means de facto becoming less useful due to outside circumstances. |
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10-02-2011, 03:54 AM | #29 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: Weird Science Personal Shields; ideas and consequences
I missed the thread when you started it, but it bobbed back into view just as I was considering something similar.
Quote:
I really like your nominal use of FP as a power source. For my setting, given that these things will be forgotten tech from the fall of Sumer, having batteries 'that still hold their charge' just does not make that much sense. I know that it is a bit silly having a suspension of disbelif for a GM, but knowing my players, it will somehow come in to question. As well, it be nice to be able to slowly drain their FP. Each combat I try to get them to expend some FP to go the extra mile in combat, but they just do it nice and slow. So they are never in danger of draining their FP. However, I suspect that this session will be a bit different. <Long drawn out discussion of what I am planning to do to my players edited in the names of brevity and irrelevance> Still in two minds about the variable DR dependent upon only ST. I might make it the average of ST and HT. And I am still thinking about the implications of being only protected from attacks that you are aware of. Not sure if this works for me. I might just go with 360 degree defence. *I like the spherical effect, not to mention the lack of adjustment. Tis a faux Personal Force Screen, but hey...
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 10-02-2011 at 03:57 AM. Reason: Temporality |
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10-02-2011, 03:59 AM | #30 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Weird Science Personal Shields; ideas and consequences
Um, I wouldn't make them only protect against attacks wearers are aware of. The intent was to make protection weaker against deliberate/very personal attacks, regardless of the defender's awareness.
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Tags |
divergent technology, force shields, shields, technology |
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