Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-16-2020, 01:15 PM   #11
Thamior
 
Thamior's Avatar
 
Join Date: Nov 2004
Location: Moscow, Russia
Default Re: GURPS X-Com

Quote:
Originally Posted by Randover View Post
Hi there,

I tried and failed twice. So I will post some points I came up with afterwards.

First think you need to figure out is what role will the players play. (Are there members of Strike One squad? - If yes you need to think realy carefully about tactical situations. What is smooth in PC game is realy long and could be boring in tabletop.)

As always but more so - be on the same page as your players. I had a very inconsistent groups both times. It eventualy broke the games neck. Some wanted to shoot aliens, other's wanted to feel the struggle and grim situation of X-COM. And there were players that did have some forknowledge of the setting, and had hard time adapting for it.

Lastly about gear and aliens. I used gurps Ultra tech and in blowed back in my face quickly. It confused players a lot. While computer game does this with ease and gear research and upgrade feels rewarding for tabletop they felt lost. Maybe because the campaign was relatively short. But I would love to stick to one type of enemy for several missions if I get to do it again.

Beware of Ultra tech while in X-COM series lasers and plasma weaponry only improved damage. In GURPS both lasers and plasma work quite differently from normal bullets. Same goes for armor. While in game agent in powerarmor or mech suit is still vurneable to normal weapons TL10-12 power armor is basicly too good for anything other that plasma.

On the side note - light amored agent can survive one plasma shot if lucky in X-COM. There is no way that would be true to GURPS. (Actualy he might, but with loosing limb or another crippling injury, writting the character of.)

Just to point out a huge difference - in new computer game a granade o rocket is sure source of set damage with 0 miss chance. In GURPS in exact opposite.
I don't see much value in trying to convert PC game mechanics though it is possible with a hefty tweaking. But all you will get is a streamlined wargame rules. You could tweak a few weapon and armor stats here and there to preserve their relative balance from the game though.
Thamior is offline   Reply With Quote
Old 03-16-2020, 07:01 PM   #12
AlexanderHowl
 
Join Date: Feb 2016
Default Re: GURPS X-Com

One way to represent X-Com armor is to give armor DR Ablative (-80%) and Hardened 4 (+80%) and have normal maintenance restore Ablative DR (cost of repairs would be (25/DR)% for each point of Ablative DR).
AlexanderHowl is offline   Reply With Quote
Old 03-22-2020, 06:07 PM   #13
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: GURPS X-Com

I'd be concerned that, even using the bonus for having a sample to retroengineer, the invention rules will be very punishing for tech advancement.
The Benj is offline   Reply With Quote
Reply

Tags
xcom

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:35 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.