QUOTE (Kagetenshi @ Oct 16 2010, 01:06 PM)
I question making the Pistols skill even more valuable, and I'm not sure that SMGs will actually see use—the only issue with them that this fixes is the "don't have the skill" problem, but I think the skill is so rare because the SMG niche barely exists.
Some rules for "thoroughly concealed items" might help here—I could see more people packing SMGs if they were inside, say, a duffel bag stuffed with socks, so that they could carry it without nuking the pistol advantage of concealment (since people only need to spot one weapon to get uppity) but could still sacrifice a combat turn or two (out of combat, preferably) to take out the weapon and suddenly be more heavily armed.
I was hoping the Heavy Pistol change would help make SMGs more valuable within their skill group. It may be that they still never get used, but the change makes Heavy Pistols with Burst Fire harder to use as well, so there's something. I figured someone who's focused on Small Arms could then switch to SMGs when concealment was less of an issue but raining down firepower was important.
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In #2 you're implicitly adding the rule "weapons take recoil for the current shot", which for SA and SS is not the case in base SR3.
That's only the case with single shots. When firing multiple shots, recoil applies for the current shot. In this case, that's going to apply here.
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I'm not a fan of #3's conceal-based holster cutoff, especially since it creates a two-class Light Pistol category (the Ceska vz/120, Fichetti Security 500, and Walther PB-120, which can go in a concealable holster, and everything else which can't). It really just seems inelegant.
For #4, already the only reason to take shotguns is their flexibility, since the ability to saw-off means you can cover a big range of damage/conceal tradeoffs and they've got a lot of neat ammo. Well, ok, that's assuming you nuke Cone of Horrible Death, which if you don't is reason enough to take Shotguns to begin with.
It was mostly to make Conceal 7 be more useful than conceal 6. But perhaps simply making concealable holsters apply to light, machine and holdout pistols would be more elegant. Still, I was considering allowing very concealable items like knives to also use the holster.
And yeah, shotguns are already decent enough (conceal + high damage). The issue was that nobody in their right mind would take normal spray weapons, and pairing them with shotguns might make them worth taking.
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#6 cripples the ability of the Rigger to grab a rocket launcher and go to town; I wouldn't do this, but otherwise it's not obviously terrible.
Re: #7, getting rid of the one-weapon wonder skills is a good call. No point in waiting for someone to build a character around them.
Most Riggers have a high quickness, so they can take other weapons. I was worried more about Mages losing that ability, but they've got other ways to go to town anyway. I wanted to make combinations of all skills (except Gunnery, which has PLENTY) but this one worried me the most, due to losing Int based attacks other than Gunnery.
As for 7, my only worry is the Gyrojet Pistol, which adds a lot to pistols (due to the 12M damage code). Other than that, I see no problem here (especially since most special weapons are terrible).
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Mm. Probably a better solution is to just nuke the Body limit for towing—load already takes care of this. What sort of load rating did you increase Tractors to?
I might just do that too... it's a little weird. Their max load is now 36,000kg, which is the actual legal limit (so modern day trailers can definitely handle this and more, or there'd be no point in the limit.
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I think the more important fix is to the spells which are nearly full-power at Force 1.
Honestly? That's a lot of effort. I admit Forboding, Hot Potato, Increase Reflexes +3, Trid Phantasm and such are nuts, but I didn't want to go to quite that much effort. I may get into it later.
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Huh. Are you using the Chipjack Expert Driver per canon? Skillwires are otherwise sufficiently expensive and weak that this seems unlikely.
Yes, as per cannon (so, effectively a 3 point task pool for all chipped skills). Skillwires are absolutely incredible for the team right now, with a number of skill chippers all swapping around. As such, everyone on the team who isn't a mage has Biotech 6, Electronics 6, Electronics B/R 6, Stealth 6, Security Procedures 6, Rifles 6, Small Unit Tactics 6, and so on. With the CED, they are all effectively 9s (for the ones that normally don't use pools). Having everyone be top notch medics and infiltrators with decent combat is getting a bit much.
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Icky special cases, an implicit recoil-on-first-attack rule like above, and still doesn't really encourage the Silencer/GV decision (bipod+customized grip or bipod+STR6 takes care of it). At best it seems like you prevent a single actor from engaging two targets in a single pass, but I'm not sure how valuable that really is.
Bipod means they're planted in place like a sniper should be, not charging in guns blazing (as currently is reasonable for a sniper rifle). It's a start, anyway.
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I'm not sure that I like this change—you get cover "free" for the last pass when you're faster than the hostiles, and it's already partially available by walk-out-of-cover-fire-walk-back (you take the Attacker Walking penalty, and you risk someone using a Held Action, but you keep your ability to dodge and can even end up in full cover if you want and it's available. I think the bigger issue is that the penalty for friendly cover was held until an expansion, making it feel like a "gotcha".
You do sometimes get cover free, but it seems weird to give a penalty to hit when you're a sniper in a window somewhere and not worried about getting shot at. It was resulting in people not wanting to use cover at all. Also, if they're much faster than the hostiles and in a superior position the fight is usually a forgone conclusion anyway, so I'm less worried about that.
Also, we give cover based on average cover during your turn (assuming things are all happening at once) so walking out and back just gives normal cover with standard penalties. You can't move at all if you're doing the trust your cover thing.
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You give the damage advantage too much credit—your first comparison is presumably Sniper Rifle vs. Sporting Rifle (and I at least am OK with Sniper Rifles outclassing Sporting Rifles, especially given the price and avail difference), while your second one is actually 11S vs. 14S—not exactly a small difference, but given that you need to be fairly heavily-armored to bring the resist TN down low for either of them, the fact that you're giving up increasing dodge TNs makes it a bad trade most of the time.
The issue of being able to use sniper rifles to perform snap-shots on newly-appeared targets while crawling through tiny ducts still exists, but this needs a more general solution—trolls with polearms don't get less scary in a tiny alley with a sharp corner either. I've been debating some kind of maneuverability score, but I have yet to come up with satisfactory rules.
So far, people have REALLY wanted to use Sniper Rifles over Assault Rifles and Hunting Rifles in all situations, since SRs give you plenty of range while being able to blow through security armor (which burst fire ARs and HRs have trouble with). Plus SA fire can still be silenced. Anyway, it seems to have come up.
We just use a "crowded space" modifier to TNs in melee to deal with trolls using pole arms in such places (though piercing pole arms are fine in a tunnel where it's handy). We've also got a rule that says Sniper Rifles require a standard action to ready anyway, but that hasn't done enough.
JaronK