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> Response times, where are they?
paul_HArkonen
post Jan 29 2005, 04:20 PM
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Altright I'm sure that this is somewhere and I'm just missing it, but who know where the lists of Lone Star Response times are?

as in:

AAA zone-Instant
AA zone- x minutes
etc. etc.
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Aku
post Jan 29 2005, 04:22 PM
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i dont remember seeing them in SR3, if i had to hazzard a guess, i'd have to say MJLBB or CC, but those are just idea's fromt he dark recesses that are my anal cavitity....
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gamemaster
post Jan 29 2005, 04:41 PM
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the info you are looing for is in the new seattle book.page#111

it has all the info on lonestar response times and all relevant data.
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paul_HArkonen
post Jan 29 2005, 04:46 PM
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ok, nuts, don't have that one, oh well, thank you anyway
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Tanka
post Jan 29 2005, 04:53 PM
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If you have the Neo-Anarchist's Guide to North America, there are a few in there.
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gamemaster
post Jan 29 2005, 04:59 PM
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its a must have ,the new seatle book adds a realm of realism to your games that greatly enhance the playability of your group.
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Tanka
post Jan 29 2005, 05:02 PM
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The original Seattle book is far, far better, IMO.
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Kanada Ten
post Jan 29 2005, 07:53 PM
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AAA
    Aware of Problem - Instant
    First Response - 1 or 2
    Second Response - 1 or 2
    Patrol Arrives - 2
    Reinforcements 1 - D6
    Reinforcements 2 - 2
    Continuing Response - 3
AA
    Aware of Problem - D6/3
    First Response - D6/3
    Second Response - D6/3
    Patrol Arrives - D6/3
    Reinforcements 1 - D6
    Reinforcements 2 - 2
    Continuing Response - 3
A
    Aware of Problem - D6
    First Response - D6
    Second Response - D6
    Patrol Arrives - D6/2
    Reinforcements 1 - D6
    Reinforcements 2 - 2
    Continuing Response - 3
B
    Aware of Problem - D6
    First Response - D6
    Second Response - D6
    Patrol Arrives - D6/2
    Reinforcements 1 - D6+2
    Reinforcements 2 - 4
    Continuing Response - 3
C
    Aware of Problem - D6*2
    First Response - D6*3
    Second Response - NA
    Patrol Arrives - D6
    Reinforcements 1 - D6+4
    Reinforcements 2 - 6
    Continuing Response - 6
D
    Aware of Problem - D6*2
    First Response - NA
    Second Response - NA
    Patrol Arrives - D6
    Reinforcements 1 - D6+6
    Reinforcements 2 - 6
    Continuing Response - 6
E
    Aware of Problem - D6*3
    First Response - NA
    Second Response - NA
    Patrol Arrives - NA
    Reinforcements 1 - D6*3
    Reinforcements 2 - 8
    Continuing Response - 8
Z
    Aware of Problem - NA
    First Response - NA
    Second Response - NA
    Patrol Arrives - NA
    Reinforcements 1 - NA
    Reinforcements 2 - NA
    Continuing Response - NA
Combat Turns by the way.
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tisoz
post Jan 29 2005, 07:58 PM
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No, those are in initiative passes.

They are also admittedly unrealistic and only an optional rule to try to avoid 5 minute (100 turn) gun battles.
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paul_HArkonen
post Jan 29 2005, 09:09 PM
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somehow I would think they were minutes, but oh well

thank you anyway
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Necro Tech
post Jan 29 2005, 09:42 PM
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Yes the infamous Lone Star Teleportation tables. Now you know why the HRT cops are always screaming "My life for Aiur!"
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Ed Simons
post Jan 30 2005, 01:01 AM
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QUOTE (tisoz)
No, those are in initiative passes.


Initiative passes?

So the faster the PC's are, the faster Lone Star arrives?
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tisoz
post Jan 30 2005, 09:20 AM
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QUOTE (Ed Simons)
QUOTE (tisoz @ Jan 29 2005, 12:58 PM)
No, those are in initiative passes.


Initiative passes?

So the faster the PC's are, the faster Lone Star arrives?

LOL, looks that way.

In the text, they say the times are unrealistic. It also states it is an optional rule for GMs that don't want gun battles to rage for as long as it would realistically take to respond. IMO, if the GM needs to fudge the arrival of Lone Star, he should do it when needed for dramatic purposes. Not use the tables to make sure no crime goes undetected.

The best use I see for the table is to show the proportional times of various responses to various rated areas. Like it takes twice as long to be aware of a problem in a C zone compared to a B zone.
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Voran
post Jan 31 2005, 11:50 AM
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Yeah it is a little inconsistent, but I can see the reason for the effort. Even 'running gun battles' in SR could theoretically only take a few minutes of in game time, while taking hours in real life to play out. Unless reinforcements were _already_ on their way to the fight before the fight even started, realistically under the ruleset, you'd pretty much be done before anyone could show up.

Still not quite satisified with the response time tables setup. But I suppose its better than nothing. Ultimately though, GMs will pull reinforcements or police responses, as they see fit :P
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tisoz
post Jan 31 2005, 05:19 PM
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QUOTE (Voran @ Jan 31 2005, 06:50 AM)
Ultimately though, GMs will pull reinforcements or police responses, as they see fit :P

Exactly.

My unhappiness with the rule section is it gives poor GMs a way to make shadowruns unfeasable, and they can say it is canon. Players have no chance and the GM wins.
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Nikoli
post Jan 31 2005, 06:13 PM
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Maybe, the idea was that players would see the timetable, flip out and avoid, at all costs on penalty of rolling a new character, the situationthat would require Lonestar to respond in the first place.
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BitBasher
post Jan 31 2005, 06:22 PM
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Well in all fairness there is a chance that cops can respond in 3 seconds, those odds are just very low. I roll 3d6 for cops response and add em up. Roll low enough and there was a cop practically in the middle of it you dodn't notice... like walking out of the bathroom, nehind that newspaper, or just out of LOS ect.
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Sketchy
post Jan 31 2005, 06:44 PM
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QUOTE (BitBasher @ Jan 31 2005, 01:22 PM)
Well in all fairness there is a chance that cops can respond in 3 seconds, those odds are just very low. I roll 3d6 for cops response and add em up. Roll low enough and there was a cop practically in the middle of it you dodn't notice... like walking out of the bathroom, nehind that newspaper, or just out of LOS ect.

See, this is why extractions from Dunkin' Donuts pay so well.

[EDIT]On a related note, what are the odds that Dunkin' Donuts is owned by LS?
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Crimson Jack
post Feb 1 2005, 01:10 AM
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QUOTE (paul_HArkonen)
somehow I would think they were minutes, but oh well

thank you anyway

I make them minutes in my games.
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Voran
post Feb 1 2005, 01:31 AM
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QUOTE (BitBasher)
Well in all fairness there is a chance that cops can respond in 3 seconds, those odds are just very low. I roll 3d6 for cops response and add em up. Roll low enough and there was a cop practically in the middle of it you dodn't notice... like walking out of the bathroom, nehind that newspaper, or just out of LOS ect.

I think that's a good point too. Higher security ratings could also mean that just by default there is a higher saturation of security types in the zone, almost tripping over each other at the higher scales, so its even more likely in a higher rated zone that you would accidentally stumble over a nearby security crew.
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tisoz
post Feb 1 2005, 01:43 AM
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A D zone is hardly high security and a patrol arrives in less than 10 seconds.
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kevyn668
post Feb 1 2005, 01:50 AM
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I still have a problem with "Instant."

What's Lone Star's tag line? "My name is Legion. For we are many. AND EVERYWHERE!"

C'mon...
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tisoz
post Feb 1 2005, 01:52 AM
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Rules like this do not lend credibility to the authors.
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Kanada Ten
post Feb 1 2005, 01:53 AM
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Aware of Problem means that the drone camera software that blankets AAA areas recognizes problems and alerts Lone Star. Like the system they put here in Chicago - the CCSS city.
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kevyn668
post Feb 1 2005, 01:57 AM
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QUOTE (Kanada Ten)
Aware of Problem means that the drone camera software that blankets AAA areas recognizes problems and alerts Lone Star. Like the system they put here in Chicago - the CCSS city.

And...?

The response is still "Instant" regardless of how they become "Aware of the Problem."

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