01-24-2013, 04:13 PM | #21 |
Join Date: Feb 2009
|
Re: What is a Average Armour for TL9 Space Opera
|
01-24-2013, 04:38 PM | #22 | |
Join Date: Jul 2007
Location: One Mile Up
|
Re: What is a Average Armour for TL9 Space Opera
Quote:
Then make sure that you're using the right cinematic rules for the effect you desire (if you want them to get hurt but not die, just sub Flesh Wounds for Imperial Stormtrooper Marksmanship) and you're good to go. |
|
01-24-2013, 04:48 PM | #23 |
Join Date: Feb 2005
Location: Virginia, US
|
Re: What is a Average Armour for TL9 Space Opera
|
01-25-2013, 01:35 AM | #24 | |
Join Date: Aug 2012
Location: Estonia
|
Re: What is a Average Armour for TL9 Space Opera
Quote:
If you wouldn't use the armor, your enemy would switch the settings on his gun and use soemthing that has no armor penetration but will cause massive injury. So using armor=more likely to be alive. (The point of an armor) You should just work out weapons ammuniton etc. that would allow this - like high armor divisor, low damage, and negative injury modifier on one hand, and high(er)* damage, positive armor divisor, and large positive injury modifier. * not so high that it'll brute force through the armor of course |
|
01-25-2013, 02:08 AM | #25 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: What is a Average Armour for TL9 Space Opera
Quote:
But yes, I do recommend a "shop list," and I recommend it for a few reasons. First of all, it helps you define the world. What are the standard technologies? Does everyone use little personal computers and AR contacts to sort of interact with a virtual world? Or is it a retrotech psuedo-medieval space opera were computers are only in the hands of the Clerisy? That's an important question and its answer will shape not only what the players can buy, but how the whole world works. Second, Ultra Tech is less of a catalog and more of a build-you-own-device book. You should define not just what's available, but how it tends to be combined. Think in terms of doctrines and infrastructures. In my G-verse setting, for example, human power armor is typically standard Heavy Power Armor with excellent radar systems, a shoulder-mounted missile launcher and point defense systems, and usually armed with a heavy plasma or assault cannon. It's a weapon platform, primarily. The Quetzali, an alien race, prefer to use the scout version of the Heavy Power Armor, armed with shoulder-mounted machine guns and limpet mine dispensers, and armored with faceplates and a layer of reactive armor on the front, because their military doctrine puts their power armor in an assault role, forcing their opponent to react to a sudden and rapidly-moving presence that will flush it out for the snipers and those armed with heavier weapons. Thus, the power armor in the book is just "generic." It's a starting point. You can and should layer gadgetry and modifications upon it, to help give your setting a very specific feel. Third, when you combine the two above, you understand how the game will play. If players have access to powerful weapons and minimal armor, then combat is lethal, much like modern warfare. If, on the other hand, players have access to strong armor and stronger force fields that can be ablated, then you have a world where it takes quite a while to whittle someone's defenses down. You can shape gameplay with what devices you choose and which you do not. Finally, as you say, building a catalog makes it far easier for players to arm themselves. I'd go further and suggest some common loadouts: Most soldiers come with X, most spies come with Y, most civilians have Z, etc.
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|
01-25-2013, 10:19 AM | #26 |
Join Date: Jan 2013
|
Re: What is a Average Armour for TL9 Space Opera
Cheers for the thoughts Mailanka,
I am certainly going to do a standard "shop" roster for each Civ, I like the detail of it (especially when combined with homebrew Ultratech drugs and the like). Individual ports could have specialty items etc. |
Tags |
armor, equipment, npcs, sci-fi, space |
Thread Tools | |
Display Modes | |
|
|