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Austere Emancipa...
post Feb 7 2006, 10:47 PM
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QUOTE (Azralon)
There's still going to be a very noticeable impact when you get shot in your bulletproof vest.

As I mentioned before, there are plenty of reported cases where body armor has stopped a projectile and the hit went unnoticed until well after the incident. You might feel a lot of pain, you might not feel a thing.

QUOTE (Azralon)
The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area.

That's exactly what ballistic armor does. The weave layers deform the projectile and spread the pressure of its impact over as large an area (and as long a period of time) as possible to stop it from penetrating.

Regardless, a lot of the kinetic energy is spent on bruising the person underneath. The result will be similar to thwacking someone sharply in the chest with an Asp -- it can hurt or it can break a rib, but it doesn't even begin to compare to a penetrating hit when it comes to getting the target out of action. To reduce someone to a lasting non-functioning state (such as getting your Stun damage track full simulates in SR) through blunt trauma from stopped small arm projectiles is very unlikely. Psychological reactions to the sudden impact and pain (shock) is better dealt with using Knockdown rules, if anything.

QUOTE (Azralon)
That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Umm, what? Projectiles fired from small arms do not have the ability to knock people back with momentum, let alone kinetic energy. Conservation of momentum, humans being able to fire break and pump action shotguns, all that stuff. Anyway, spreading the pressure over a larger area will not affect the shifting of the momentum from the projectile to the target in any way.

The armor stopping the bullet decreases the amount of time in which the momentum is shifted, increasing the force, which could make a difference if projectiles were capable of physically knocking people down or back, but they aren't so it's a moot point.
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Serbitar
post Feb 7 2006, 10:58 PM
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QUOTE (Azralon)

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots).
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Brahm
post Feb 7 2006, 11:40 PM
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QUOTE (Serbitar @ Feb 7 2006, 05:58 PM)
QUOTE (Azralon @ Feb 7 2006, 04:52 PM)

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth.  If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots).

Problem

Try giving an unaugmented Body 10 Troll a suit of Full Body Armor with no helmet and a fragmentation handgrenades. Then have him drop the handgrenades at his feet.

With SR4 RAW it is bad enough. With your rule of halving the Stun damage it might occationally tickle his toes. But then add in your ammunition rules, that also cover grenades as per your document, and the Troll can trade in the Full Body Armor for an Armored Jacket and remain just as safe as the second instance of Full Body Armor with your 1/2ing rule.

This is a BAD THING. Time to go back to the SHP drawingboard.
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Deadjester
post Feb 8 2006, 03:20 AM
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I think the major problem is how resists actualy works in SR4.

Using body as they do as the resist factor is just plain incorrect and unrealisticly very limiting in nature.

In our old game the Troll in our group had a bigger body then a blue whale in their critters book. And if you did a whale correctly by their system and gave them some ungodly figure for a body attribute, you would suddenly find yourself in a situation where the whale could now resist anti shipping missiles with ease.

A whale should be able to soak up a ton of damage from a heavy pistol but NOT resist it.

Resisting damage due to armor and soaking damage due to mass and what not is two totaly different issues which are not properly repersented here which is why I think there are such issues with ammo, etc.

A Troll is tougher then a human and able to resist damage a little more do to his tough hide and would not be unrealistic to give him a small natural bonus that stacks with any amor that he chooses to wear. But his main power would be in the fact that his sheer massive size would enable him to soak up tons of more damage then any human could.

Why my group has been trying to work up a new combat formula to repersent this AND stay with in the rules for the most part as they have been written. Anyone with standard IQ will be able to easily adjust but you still want it where they can just go in the book at any given moment and look up stuff without worrying about what has been changed overly.

When we are done, we will have a errata sheet to hand out and just start playing.

But we are seperating penetration from damage and since the chars wont be able to resist as well as they use to for the higher end bodies, we are giving them more boxes to soak up hits. Basicly 10 + Body att.

People with small bodies will be able to soak up less hits then a big troll, but now you don't have to die constantly cause every one wants to bring a rocket launcher or a mini nuke to take out the Troll and take you out as just a by product.

But the idea of using body as a resist is just crazy and limits what you can do with creatures and machines because of its two fold effect. A attack coptor and a armored troop coptor might be armored the same but one is going to soak up hits better then other do to size and bullets just plain passing through empty space or into cargo or troops even. And a critical hit is just that, no matter what size it is, a nasty hit is a nasty hit.

When we think we may have a decent formula, I will post it later for review.

Or I can post the test formulas if people are interested and don't feel like waiting for us to finish testing it.
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Serbitar
post Feb 8 2006, 09:17 AM
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QUOTE (Brahm @ Feb 7 2006, 06:40 PM)
QUOTE (Serbitar @ Feb 7 2006, 05:58 PM)
QUOTE (Azralon @ Feb 7 2006, 04:52 PM)

The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth.  If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area. That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Sure, no Problem. With my rules, you get stun damage, you just dont get enough stun damage to get knocked out (unless you get an extreme ammount of sun shots).

Problem

Try giving an unaugmented Body 10 Troll a suit of Full Body Armor with no helmet and a fragmentation handgrenades. Then have him drop the handgrenades at his feet.

With SR4 RAW it is bad enough. With your rule of halving the Stun damage it might occationally tickle his toes. But then add in your ammunition rules, that also cover grenades as per your document, and the Troll can trade in the Full Body Armor for an Armored Jacket and remain just as safe as the second instance of Full Body Armor with your 1/2ing rule.

This is a BAD THING. Time to go back to the SHP drawingboard.

Nope, I have no problems with trolls in full body armour resisting fragmentation grenades.
Use APDS on them. it works.

No reson to point my math out every time. I played everything through. I even made this excel sheet and looked at all the values. I am perfectly happy with them.

@Deadjester: What you want is a hit point system, wehre trolls have a lot of hitpoints.
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Brahm
post Feb 8 2006, 03:10 PM
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QUOTE (Serbitar)
Nope, I have no problems with trolls in full body armour resisting fragmentation grenades.

No. With your rules that mundane, unaugmented starting character Troll with the 900 :nuyen:, Availability 2 Armored Jacket can ignore fragmentation grenades when trading in 4 dice per success. If he spends an extra 100 :nuyen: on an Availability 2 Helmet he completely resists the damage from standing at ground zero of a antipersonel rocket strike 2/3's of the time. Less than 1 in 10 times does he even take more than 2 boxes of Stun.

Congratulations, you have recreated Quake rocket jumping!

QUOTE
No reson to point my math out every time. I played everything through. I even made this excel sheet and looked at all the values. I am perfectly happy with them.


I guess then this is just for the benefit of others who might otherwise accidentally use your rules.
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Serbitar
post Feb 8 2006, 03:42 PM
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strange, when I punch in:

DV: 10 AP: -2 Nethits: 1
(standard grenade)
vs:
ballistic: 9 Impact: 7 Body: 10
(troll with armour jacket)

with: flechette (+2 DV/+Impact = fragmentation grenade)

I get an average (and average means trading 3:1 not 4:1) of 5.66 physical for the troll.
(DV = 10(grenade)+2(flechette) +1 (nethits) = 13; armour = 7 (impact)-2(grenade)+7(flechette) = 12; DV > armour = no conversion; body 10;
13-22/3 = 5.66)


now with the helmet and against the rocket:

DV: 14 AP: -3 Nethits: 1
(standard rocket)
vs.
ballistic: 11 impact:9 Body: 10

with: flechette (+2 DV/+Impact = fragmentation rocket)

Iget 8.66 physical.
(DV = 14(rocket)+2(flechette) +1 (nethits) = 17; armour = 9 (impact)-3(grenade)+9(flechette) = 15; DV > armour = no conversion; body 10;
17-25/3 = 8.66)

Trolls, don't rocket jump !

Brahm, please do your math again.
I think the results fit very well to the fact, that an extremely tough troll with very god armour is hit by something that is supposed to perform poor against armour.
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Brahm
post Feb 8 2006, 04:05 PM
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Why are you adding 1 net hit? For grenades, missles, and rockets you add the net hits, if any, left after scatter is calculated. So I guess he should wear the helmet just incase he accidentally makes a good attack roll and a low scatter roll. That way he need not sweat unless he rolls three five net successes after scatter.

EDIT Not that the scatter rules are really designed for aiming at your feet. But I think that FanPro can be somewhat forgiven for not covering that because it would be plain insanity to do that. Right? :rotfl:

Incidentally for Quake rocket jumping you normally jump, so you should also calculate with a -1 DV if they succeed at a Jump (2) test. ;)

Of course you also just demonstrated another quirk of your rules. Grenades doing little to no stun damage or lots of Physical damage hinging on a single point of armor rating or extra net hits on lobbing the grenade.
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Serbitar
post Feb 8 2006, 04:15 PM
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Another quirk? Thats the only "quirk" and, as I said, intended by design desicion.

The difference in the grenade example between impact 7 and impact 8 is: 5.66 physical to 2.33 stun. Perfectly acceptable.

But I think you have maid your point. Every further posting would be repetetive.
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Azralon
post Feb 8 2006, 04:23 PM
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I'm going to break this down in multiple posts for ease of reading.

QUOTE (Austere Emancipator @ Feb 7 2006, 06:47 PM)

QUOTE (Azralon)
There's still going to be a very noticeable impact when you get shot in your bulletproof vest.

As I mentioned before, there are plenty of reported cases where body armor has stopped a projectile and the hit went unnoticed until well after the incident. You might feel a lot of pain, you might not feel a thing.

It sounds more like you're describing a peculiarity of pain receptors rather than a property of body armor.
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Azralon
post Feb 8 2006, 04:27 PM
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QUOTE (Austere Emancipator)
QUOTE (Azralon)
The kinetic force doesn't just "go away" because the slug failed to bypass the ballistic cloth. If armor is designed with adequate padding (read: Impact armor), that padding will absorb and attempt to evenly distribute the impact over more surface area.

That's exactly what ballistic armor does. The weave layers deform the projectile and spread the pressure of its impact over as large an area (and as long a period of time) as possible to stop it from penetrating.

Regardless, a lot of the kinetic energy is spent on bruising the person underneath. The result will be similar to thwacking someone sharply in the chest with an Asp -- it can hurt or it can break a rib, but it doesn't even begin to compare to a penetrating hit when it comes to getting the target out of action. To reduce someone to a lasting non-functioning state (such as getting your Stun damage track full simulates in SR) through blunt trauma from stopped small arm projectiles is very unlikely. Psychological reactions to the sudden impact and pain (shock) is better dealt with using Knockdown rules, if anything.

You describe the bruising and bonebreaking caused by nonpenetrating projectiles, and then you seem to say that it doesn't really happen. Your point seems self-contradictory.
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Brahm
post Feb 8 2006, 04:31 PM
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QUOTE (Serbitar @ Feb 8 2006, 11:15 AM)
The difference in the grenade example between impact 7 and impact 8 is: 5.66 physical to 2.33 stun. Perfectly acceptable.

Umm, exactly what are those numbers based on? That sounds very off.

Oh, there is the problem you dufus. Fragmentation grenades, not HE grenades. I didn't even notice you aren't using fragmentation munitions, grenades or rockets, in your examples. :eek:

You were using the same as RAW rules, except the dubious extra net hit part, and declare that it comes out fine. :rotfl: :rotfl: :rotfl:

QUOTE
But I think you have maid your point. Every further posting would be repetetive.


Perhaps I have made it with other people reading, but apparently I haven't with you since you completely missed the fragmentation part of the point. I could see maybe misunderstanding the term anti-personel rockets, so I'll clarify that those are the Fragmention type too.
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Azralon
post Feb 8 2006, 04:36 PM
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QUOTE (Austere Emancipator @ Feb 7 2006, 06:47 PM)
QUOTE (Azralon)
That will mitigate some of the blunt trauma, and oddly enough the force distribution will actually contribute to knockback.

Umm, what? Projectiles fired from small arms do not have the ability to knock people back with momentum, let alone kinetic energy. Conservation of momentum, humans being able to fire break and pump action shotguns, all that stuff. Anyway, spreading the pressure over a larger area will not affect the shifting of the momentum from the projectile to the target in any way.

When you fire a gun, you're (theoretically) braced against the expected recoil. Your target, however, is usually not.

Knockback does not require sufficient force to push the entire target back or down; SR knockback rules can easily be attributed to something as simple as stumbling from an unexpected thwack to the shoulder.

Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma. Normally firearms run the "risk" of wasting their kinetic energy from overpenetration (which is why hollowpoints are so much fun). Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely.

Note that there are no overt rules in SR4 for additional knockback when Physical damage has been converted into Stun. Gel rounds have that mechanic, but the game system regards that as a property of the ammo type rather than the game-physics of damage conversion.
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Austere Emancipa...
post Feb 8 2006, 05:09 PM
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QUOTE (Azralon)
It sounds more like you're describing a peculiarity of pain receptors rather than a property of body armor.

Pain receptors and the human mind. The peculiarity is that, on the scale of resolution that most RPGs work in, they seem to be quite random. If something like 1/3rd (source: REM) doesn't even realize they were hit, then I do not agree that it is necessarily "very noticeable".

QUOTE (Azralon)
You describe the bruising and bonebreaking caused by nonpenetrating projectiles, and then you seem to say that it doesn't really happen. Your point seems self-contradictory.

Bruising happens, nearly always. Bonebreaking might happen, although I can't remember any report of such. Serious internal injury is theoretically possible, but has never been reported in the US with thousands of incidents. For any particular shot, a projectile that penetrates even slightly is an order of magnitude more effective in taking out the target (ie. more lethal) than a projectile that is stopped. If the rules are to be realistic, they should simulate that.

QUOTE (Azralon)
When you fire a gun, you're (theoretically) braced against the expected recoil. Your target, however, is usually not.

And in many cases the shooter is pushed with a much greater force, because he also has to deal with the propellant gases and all of that momentum is transferred much faster. It makes no difference though, there simply isn't enough momentum in a small arms projectile to physically knock someone back.

For example, a 230gr (14.9g) .45 ACP bullet traveling at 950fps (289.6m/s) has 4.3kg*m/s of momentum. Assuming the bullet stops within the target, the amount of momentum transferred is equal to being hit by a baseball (5 ounces, 141.7g) moving at 99.9fps (30.5m/s), or someone tossing a 2lb (0.907kg) bag of candy to you at 15.6fps (4.8m/s). Do batters who get hit by pitchers in a major league game tend to fall on their asses from the impact? If you toss a 2-pound bag of candy to someone, do you expect to get knocked down?

Psychological effects that momentarily disable the target, like "stumbling from an unexpected thwack to the shoulder", will not be increased, and are more likely decreased, by the projectile being stopped by body armor. A penetrating projectile is much more likely to cause a nasty shock and a lot of sudden pain than much less threatening blunt trauma.

QUOTE (Azralon)
Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma.

That's basically true, and blunt trauma from a projectile fired from a small arm will not knock you down any better than penetrating wounds.

QUOTE (Azralon)
Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely.

Again, that would only make sense if such projectiles were capable of knocking people down physically in the first place. They are not. Thus the potentially slightly increased amount of momentum transfer doesn't matter. Knocking people down with small arms relies (if that word can be used) on psychological effects, which don't have anything to do with momentum transfer.
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Moon-Hawk
post Feb 8 2006, 05:10 PM
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QUOTE (Azralon @ Feb 8 2006, 04:36 PM)
Spreading the pressure over a larger area is exactly what turns penetration trauma into blunt trauma.  Normally firearms run the "risk" of wasting their kinetic energy from overpenetration (which is why hollowpoints are so much fun).  Therefore, if the armor prevents penetration altogether, more of the force of the round gets transferred to the target and knockback is much more likely.

So armor only causes more knockback compared to a round that overpenetrates. The exact same kinetic energy is transferred to a target wearing armor vs one wearing not where the bullet remains in the target.

edit: Although in general I agree with Austere Emancipator. The force of the bullet hitting you isn't what makes you fall down, unless maybe it's an elephant gun or something that doesn't overpenetrate.
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Austere Emancipa...
post Feb 8 2006, 05:11 PM
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(Kinetic energy has even less to do with knocking people down with small arms than momentum does...)
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Azralon
post Feb 8 2006, 05:15 PM
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QUOTE (Austere Emancipator)
(Kinetic energy has even less to do with knocking people down with small arms than momentum does...)

I find it odd that you've conceptually separated the two terms here.
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Azralon
post Feb 8 2006, 05:18 PM
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QUOTE (Azralon @ Feb 8 2006, 12:36 PM)
Knockback does not require sufficient force to push the entire target back or down; SR knockback rules can easily be attributed to something as simple as stumbling from an unexpected thwack to the shoulder.

Reiterated.
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Austere Emancipa...
post Feb 8 2006, 05:26 PM
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QUOTE (Azralon)
I find it odd that you've conceptually separated the two terms here.

Why? Momentum is conserved, kinetic energy is not. If a 230gr .45 ACP bullet at 950fps transfers its momentum (all 4.3kg*m/s of it) to a 70kg human, making the human move at 0.2fps, you go from 461ft-lbs to 0.1ft-lbs.

You noticed that I already dealt with the point you repeated in my above post, right?
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Azralon
post Feb 8 2006, 05:28 PM
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This is the point where I roll my eyes and go do something more constructive.
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Austere Emancipa...
post Feb 8 2006, 05:31 PM
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I fail to understand why. You apparently know something very simple but critical that I, nor anyone who has studied terminal ballistics at any length, do not know, yet you decide not to even give me a hint as to what it is?
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Azralon
post Feb 8 2006, 05:46 PM
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Sure, I'll allow myself to be baited once before dropping out of the conversation completely.

The simple-yet-critical information you're failing to consider is that this is a game. Its rules are abstractions designed to roughly simulate realistic (and nonrealistic) situations to promote enjoyment in its participants.

Getting shot with a gun hurts. If the bullet penetrates your body armor, it hurts in a different way than if it didn't. Sometimes people fall down when they're shot, for a multitude of reasons. Taking high-impact blunt force can knock the wind out of people, bruise them, break their bones, and/or cause dizziness. If you take enough of that trauma you can fall unconscious or die.

Shadowrun attempts to represent those concepts in a simplistic, interactive way. As a game, it possesses roughly the same level of realism as a typical Hollywood action movie: it's based around real-world ideas, but at one point it will invoke artistic license for sake of enjoyment.

For instance, any personal objections to the existence of monowhips are as valid as criticizing the idea that there's enough wireless bandwidth available for two-way, full-sensory data transmissions. Yes, it's implausible. No, it doesn't matter.
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Austere Emancipa...
post Feb 8 2006, 06:08 PM
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Well now, if you go back to read what started the argument between the two of us, you'll notice that the message in question opens with "I respectfully submit that your design decision will lead to less realism." Now, I'm not a native English speaker, but it is my understanding that that message dealt with what happens in the real world and what would be a realistic and reasonable simulation of that in a RPG in general terms. I was addressing these points.

If instead you had said "I respectfully submit that your design decision will lead to a less enjoyable game." and then continued with points about how all-or-nothing armor, etc., might make the game unbalanced, then this whole thing could have been avoided. Even if you'd went to claim that the type of game that is enjoyable to you is the only kind of game that can be enjoyable, I would have argued against it with a less definitive tone.

QUOTE (Azralon)
For instance, any personal objections to the existence of monowhips are as valid as criticizing the idea that there's enough wireless bandwidth available for two-way, full-sensory data transmissions. Yes, it's implausible. No, it doesn't matter.

Two-way data transmissions of the full sensory spectrum is quite central to how the world of SR works, weaponized monowire is not. At any rate, different things matter to different people, and if there are studies and experiments which contradict the possibility of such data transmissions over wireless connections, then I'd say bringing that up in a discussion about non-canon applications of wireless communications in SR would be valid.
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Azralon
post Feb 8 2006, 06:52 PM
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Right, so clarity is needed.

My position: Stun conversion in SR4 is fine. I'm comfortable with the existence of monowhips. Realism levels in SR4 are adequate enough to make the game fun for me and mine. I realized too late in this conversation that analysis had turned into overanalysis.

Your position: Otherwise, to a degree that does not actually affect my game in any way.

So can we be done now, AE? I really would prefer to not start rudely ignoring you. Can we invoke the "agree to disagree" protocol?
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Austere Emancipa...
post Feb 8 2006, 08:32 PM
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I can agree with that. I have nothing against you using any rules in your games. My interest in this thread is only in defining what "real" is, so that if someone is interested in realism there's something to back that up with.
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