10-14-2017, 07:46 PM | #81 |
Join Date: May 2007
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
"Disabled" doesn't denote damage to units. It shows that the crew is incapacitated. As seen in GURPS Ogre and other sources, every combat unit includes an AI that can undertake routine tasks, and even do a little fighting if need be. A "disabled" GEV is still hovering.
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10-14-2017, 08:04 PM | #82 | ||||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Here's a collection of AP and terrain-related questions that have come up recently that need to be added as errata and/or FAQ
AUs being affected by spillover from APs (a bug in the Video Game) Quote:
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Q: Spillover fire from automatic road destruction? - Specifically, should friendly units take spillover from a unit in the same hex that is performing automatic road destruction? Clarification from Steve: Quote:
Ramming INF with Ogres Q. Does "ramming" INF count toward the "two rams per turn" limit? A. No Clarification from Steve: Quote:
Q. Can AP guns be used to destroy terrain (auto or otherwise)? According to 7.05.1, AP guns can be used only against INF and D0 targets. Does that also mean they can't be used for destruction of terrain? A. Answer unknown
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 10-25-2017 at 08:38 PM. |
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10-14-2017, 10:39 PM | #83 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Is that second D result only affecting the crew again and this time it kills them, or is it damaging the vehicle only, or is it damaging the vehicle and the crew? Quote from the rules: "A disabled unit cannot fire or move; turn the counter over. If it receives another D result while disabled, it is destroyed." ...the unit is destroyed. It doesn't say the crew is killed and the vehicle is undamaged. It says the unit is destroyed. Which can only happen if the vehicle can also be damaged to the point of then being destroyed. Clearly there is some degree of vehicle damage occurring in a D result other than the crew gets knocked unconscious. The video game has smoke coming off of D'ed units for example. That implies some degree of damage to the vehicle as well as the crew. My suggestion was working within that framework to have a D'ed GEV lose it's ability to have its AI attack and also lose it's hovering ability while D'ed. The not hovering portion of the suggestion was really just semantics used to give a plausible explanation for it. Thus, one can ignore that explanation, but the suggestion to have a variant rule for GEVs that are D'ed not be able to use their AI to attack still stands. If you want to use the variant rule, you can and it changes nothing from the original game because there are still GEVs that use the original rule, in this context the explanation is they would be early Last War GEVs...or even better, lesser skilled GEV Pilots. Then the official GEV Pilots, then the Aces that ignore all D results on them. ;)
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-14-2017 at 10:45 PM. |
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10-15-2017, 08:36 AM | #84 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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In Ogre miniatures, the second and higher X's are listed as XX - indicating a direct hit that removes the mini from the board rather than leaving a burned out husk representing a mission kill. In this case 2 D's yield an X rather than an XX - the vehicle is still physically in existence, it's just no longer a useful combat unit. The binary system of a counter being on the board/off the board is a vast oversimplification for gameplay purposes. In real life there's all sorts of things that will cause a mission kill, including just plain dumb bad luck; conversely there's also tons of things crews can do to get around problems and keep a vehicle in operation long enough to complete the mission and/or get home (chewing gum and bailing wire, anyone? :)). I totally get the desire to add more realism to Ogre, if nothing else it's fun to speculate. But from a gameplay standpoint keeping it simple and handwaving the reasons why it works the way it works makes a ton of sense.
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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10-15-2017, 12:05 PM | #85 |
Join Date: May 2007
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Complexity =/= realism, anyway. Even if "D" results represented what Tim wants them to, I see no benefit in adding more special case rules that solve no actual problems.
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10-15-2017, 12:07 PM | #86 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
It's been stated before that the game proper isn't representing a real battle, but it is the battle as viewed from afar on the comm-screens at headquarters as the battle unfolds. If so, then individual crews are seldom known, nor are their particular special skills.
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10-15-2017, 04:59 PM | #87 |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Crfout
"Proposed - that GEV class vehicles, when disabled while on a water hex, are instead destroyed. If the fans stop running, the hovercraft doesn't hover any more. It sinks. " I don't think that a GEV should sink and be destroyed, but like the general concept that Imho may compliment the game. Hence the proposal: * Low ranking pilots operating disabled GEVs cannot use their AI to attack while disabled. (Or this could be early Last War GEVs). * Official disabled GEVs can use their AI to attack while disabled. (Or this Could be mid- Last War GEVs). * Higher ranking GEV pilots (GEV Aces) ;) ignore all D results. (Or this could be late Last War GEVs). As GP mentioned, it doesn't matter what caused the D only that it happened. I agree. This proposal can exist with that in mind. I do like the idea of maybe having early, mid, and late Last War versions of units. Anyways, this is off topic any way, so I'll end my transmission here.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
10-17-2017, 09:44 AM | #88 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Another possible FAQ/errata: stacking limits and how they are applied to overruns.
Someone brought up the stacking limit of 5, but had an overrun situation where they ended up with 6 GEVs remaining after an overrun (i.e., in apparent violation of the stacking limit). The stacking limit is not an absolute (5.02.2), so having more than the limit is acceptable, but clarification on what that actually means is probably necessary.
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GranitePenguin Ogre Line Editor |
10-17-2017, 08:58 PM | #89 | |
Join Date: Oct 2017
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Quote:
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10-17-2017, 09:40 PM | #90 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Quote:
There's a "send feedback" in the settings menu inside the game that should open the correct email address in your local mail client.
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GranitePenguin Ogre Line Editor |
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