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BJ
He Who Founds Wyrmlings

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Post Posted: Mon Feb 04, 2008 8:28 pm    Post subject: Reply with quote
Added Damage threshold Values on the Menaces.

Concern: Should I give Zerg some sort of ability that increases Damage Threshold?
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Xtian
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Post Posted: Mon Feb 04, 2008 11:56 pm    Post subject: Reply with quote
Why?
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Q
Very Old Dragon

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Post Posted: Tue Feb 05, 2008 12:04 am    Post subject: Reply with quote
Hmm... just curious, how do the Zerg PCs (or are they strictly NPCs --- how else can i be heart-rippingly evil Laughing ) improve themselves over the course of a game? A Terran soldier, for instance, would just pick up a +2 Exploding Knockback Flaming Burst Keen slingshot to improve his attack... but a zerg?
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Xtian
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Post Posted: Tue Feb 05, 2008 12:11 am    Post subject: Reply with quote
Zerg species are generally not designed for pcs, prolly with exceptions (ala duran and kerrigan) but those are under the dm discretion.
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supertotoy
Old Dragon

Joined: 23 Mar 2007
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Post Posted: Tue Feb 05, 2008 8:48 am    Post subject: Reply with quote
We (BJ and myself), had an idea to make Zerg a modular type of creature, if in case we push through the idea of Zerg as PC (or even if we don't, we still might). The idea is basically to give Zerg a selective path of evolutionary skills, much like tech trees, albeit there are also free "traits" that a zerg can get. It is too much work, though, so I don't know if we'll pull that one off..
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
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Post Posted: Tue Feb 05, 2008 10:17 am    Post subject: Reply with quote
Note that while I agree to a modular approach to the Zerg eventually, right now I prefer to keep my zerg traits as is. Simpler that way.

Xtian wrote:
Why?


Because...

I just thought that...

Maybe if we...

Point taken, Xtian. In any case, making the hydralisk (which I should do soon) large automatically increases it's damage threshold. And consequently an ultralisk would practically not die of massive damage. So there.
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supertotoy
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Post Posted: Tue Feb 05, 2008 11:40 am    Post subject: Reply with quote
Regarding regeneration:

BJ pointed out that while regen is a good thing, it also causes some problems during combat. Forgetting to track regeneration is a serious matter, especially for the protoss, who essentially requires shield regeneration and feeds of it. However, this poses a great challenge as to the racial design. We want it to be less fiddly, so as not to daunt beginners with too much mathcraft.

It is my opinion, therefore, to exclude shield regeneration as a racial trait. Instead, feats, equipment, and even powers can provide this regeneration.

Post your views regarding this matter, to further enhance our gaming experience. Very Happy
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oghma
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Post Posted: Tue Feb 05, 2008 11:48 am    Post subject: Reply with quote
The thing is, in my opinion, Protoss isn't for beginners.

BTW, are there any gender differences in the Protoss and how are the differentiated?
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BJ
He Who Founds Wyrmlings

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Post Posted: Tue Feb 05, 2008 12:02 pm    Post subject: Reply with quote
Protoss stats are up!

I deviated the shield from Xtian's; why have all those points and then have it absorb max damage? This proves to involve a lot of mathcraft, plus what happens when said protoss with 6 shield remaining take damage from a 4d12 burst-fire gauss rifle? Absorb 6, take 42 hp damage (the shield maximized the damage)?

I am sure Xtian can explain this and make me understand with minimal effort, but the point is moot. Too much mathcraft makes a system unwieldy. So, the fix is to lessen the numbers, but have it act like normal "virtual" hp.

I also fixed the shield regeneration into a conscious effort on the part of the individual protoss. This makes it distinct from Zerg fast healing, but still flavorful enough to be seen as "regeneration". Not to mention putting in a depth of strategy, something every individual protoss learns to do.

I realize 2/day is a huge step down from 1d12+cha mod, but I'm also considering game balance. Shield already protects protoss from massive Damage somewhat, that plus they get their con bonus. I believe the number is still significant.

Post your thoughts.
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supertotoy
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Post Posted: Tue Feb 05, 2008 12:03 pm    Post subject: Reply with quote
The protoss have gender... Check out a concept art of a protoss female in the site.

And Oghma, protoss aren't for beginners, but they can still be tiresome for experts. Too much tracking is the problem.
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
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Post Posted: Tue Feb 05, 2008 12:21 pm    Post subject: Reply with quote
Btw, I plan on designing Protoss Armor that also augments the plasma shield capacity. That could work, don't you think? Very Happy

Like, wearing armor X increases your shield pool to 4/HD, or something.

@oghma. I disagree. Lots of people would go into a pen and paper RPG wanting to rp a protoss, but get turned off by the sheer complicated-ness of the system. Point is, the game should appeal to those who want to start out as protoss, too.
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BJ
He Who Founds Wyrmlings

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Post Posted: Wed Feb 06, 2008 7:42 am    Post subject: Reply with quote
I would like to direct you guys to helping me polish up the Terran Infantry Weapons, guys.

Revan has done a great job statting up some of the essential guns. We still need Purchase DC's for them, though. Plus we have no ideas for the Perdition Flame Throwers yet.

As exciting as Protoss psi-tech are, I want to polish up the Terran Locker 1st (Guns, then vehicles such as the vulture and the different models of Siege Tanks, then finally the Goliath revamp) before proceeding to protoss tech.

Help is greatly appreciated.

Am currently designing the hydralisk. I have to be in UP by ten for SWSE, however, and I doubt I can post it in time.
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Xtian
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Post Posted: Tue Feb 12, 2008 5:25 pm    Post subject: Reply with quote
BJ wrote:
I deviated the shield from Xtian's; why have all those points and then have it absorb max damage? This proves to involve a lot of mathcraft, plus what happens when said protoss with 6 shield remaining take damage from a 4d12 burst-fire gauss rifle? Absorb 6, take 42 hp damage (the shield maximized the damage)?


It absorbs max damage because in game, whatever the size of the protoss unit is, it takes max damage whether the damage is concussive or explosive. And no, HP won't absorb the excess damage from shield. The last line of the ability says any excess damage would deal damage to the protoss equal to the rolled damage minus absorbed damage.

It looks like this:
Shield points remaining: 10
Damage: 4d12
max damage: 48
rolled damage: 26

In this setup, SP absorbs damage as if maximized (4Cool and this reduces the SP to 0. So damage would be rolled to see if any would spill to HP. Assume that the rolled damage is 26, the spill damage to HP is 16 (10 is absorbed by the shield).

This extra mathcraft is only required for damages that would reduce the SP to 0. It is basic mathcraft anyway. If it requires something complicated to translate the flavor to mechanics then so be it.

Revan and I talked about the possibility of adopting the SWSE shield rules. It has potential.

Your shield regeneration mechanics, it seems to imply that it takes a protoss a considerable amount of effort to regain his shield. I disagree. The method reminds me of warshaper mechanics and DBZ Piccolo. And also, a commoner protoss can't regain his shield points due to his racial -2 cha penalty. I don't think it takes a protoss of powerful personality to regain his SP (also a problem in my version. i'm putting a min 1/round.)
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A druid on rogue:
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Tue Feb 12, 2008 6:55 pm    Post subject: Reply with quote
I'll have a look see at your proposed shield rules, but as xtian said, why not take a look at SWSE for ideas on shielding?
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Revan
Sith'ari, Chosen Heart of the Force

Joined: 04 Dec 2006
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Post Posted: Tue Feb 12, 2008 10:09 pm    Post subject: Reply with quote
Athanasia Kitty wrote:
SO I guess I can install STS/STA Laser Batteries on my Goliath then..


You might actually fit a single STS/STA Laser onto a Goliath, but it would be nowhere near the Battlecruiser's weapon loadout. Note that these lasers are designated "Laser Batteries". As a technical term, a battery is a series of guns, not just a single gun. When a Battlecruiser fires an STS/STA Laser Battery, that single blast represents anywhere from four to a dozen lasers firing at a single target. It might be possible to mount a single(!) Battlecruiser weapon onto a Goliath, but don't expect to obliterate the enemy with it.

EDIT: Mind you, I'm not sure exactly how big one of those component lasers in the battery is...
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BJ
He Who Founds Wyrmlings

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Post Posted: Tue Feb 12, 2008 11:58 pm    Post subject: Reply with quote
Will check SWSE shielding. It is interesting.

Thank you to Xtian for explaining his side, though as I said, the point is moot. My philosophy allows the sacrifice of flavor for easier mechanics.

As for the mathcraft, I understand it, but it is also tedious. Imagine being a GM trying to keep track of 5 NPC protoss health; 2 have small shield (less than 10) remaining, 3 have high. Then they get hit by a psionic storm. Of the three with high remaining shield, two failed. Both protoss with small shield remaining pass, but take more than enough damage to have their shield gone.

Add the fact that shield regen means they will all have online shields again next round.

Is Xtian's system more accurate? Yes. Are the computations doable? Certainly. The problem though, is that the computation will bog down game time. And that for me requires a fix.

I'm not saying my shield system is better. It has lots of bugs as well. Xtian points out a very valid problem for my shield system. Having it require considerable effort is certainly not true to flavor. And while I allow myself to sacrifice some flavor for mechanics, we can't deviate that far from flavor.

Point: Both shield systems have flaws. Suggested fixes are welcome.

Here's to hoping SWSE shield works better.
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