tag:blogger.com,1999:blog-8394074963215462822.post830482947028861132..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Game Design #24: Favourite Mechanics Part 2 (Movement)evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-8394074963215462822.post-50807872642098910582015-01-18T20:11:58.953-08:002015-01-18T20:11:58.953-08:00Well it is. I like reading your rules, even the on...Well it is. I like reading your rules, even the ones for periods I don't play, as they are always interesting. (Still waiting for Havoc Revised Edition, btw)<br /><br />I still haven't go round to properly reviewing Rogue Planet yet, as they look like they'll need a bit more experimenting with than even your "norm"evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-64716347206327703582015-01-18T16:29:15.707-08:002015-01-18T16:29:15.707-08:00I have thought that it would be interesting to mer...I have thought that it would be interesting to merge a variable range roll and the to-hit roll. Probably with exploding dies, and natural 1's being misses.<br /><br />For example a rifle might have a d10 to-hit die, so to shoot at a target 13" away you'd end up with rolls like this:<br /><br />1st roll: 4, miss<br />1st roll: 10; 2nd roll: 5, hit<br /><br />You could probably go with something like d6 for short-range weapons like shotguns and smgs, and d10 for longer range weapons like lmgs, rifles, etc.<br /><br />The system does have a fairly high accuracy at close range, and fairly low at long range though, eg: 90% at close range (<2") with a rifle, versus 8% at 13", or 6% at 15"<br /><br />It's also a little limited in granularity for weapon ranges unless you're willing to include more die sizes.TimPhttp://blog.timp.com.aunoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-74867083347989007012015-01-18T13:47:27.300-08:002015-01-18T13:47:27.300-08:00I"ll consider that a compliment!I"ll consider that a compliment!Anonymoushttps://www.blogger.com/profile/12137613894805781835noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-18135790376970972502015-01-18T12:59:29.569-08:002015-01-18T12:59:29.569-08:00...but you specialise in being the exception to th......but you specialise in being the exception to the rule!evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-7708608643480885112015-01-18T10:42:18.354-08:002015-01-18T10:42:18.354-08:00I think different mechanisms work well for differe...I think different mechanisms work well for different level games - army level, skirmish etc.<br />In the latter I don't mind a bit of variability in dash moves, which brings in the uncertainty of making that next patch of cover of not, but not to the extent where you might end up going slower than a normal move.<br /><br />I also don't mind in a skirmish game, somebody saying I will make a move to that next bit of cover and then fir at target X, then discovering that they won't make it and changing the order to a run to the cover and forego firing. Very much a Section Commander taking charge on the spot to look after his lads. Of core, the reverse wouldn't workPaul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-86384182548775049602015-01-18T01:39:50.240-08:002015-01-18T01:39:50.240-08:00Somehow I missed that. I'll wait for the chang...Somehow I missed that. I'll wait for the change of colours, thank you ;)blacksmithhttps://www.blogger.com/profile/11131707654108494186noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-78187023464766665612015-01-17T18:33:22.233-08:002015-01-17T18:33:22.233-08:00Well, don't forget about Mayhem where you can ...Well, don't forget about Mayhem where you can either choose to take the default [half of the unit's move die] or roll for movement. ;) <br /><br />There are also other variables and twists on the mechanic within the system for attempting charges and traversing difficult terrain. Anonymoushttps://www.blogger.com/profile/12137613894805781835noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-24404235003228300282015-01-17T15:17:28.136-08:002015-01-17T15:17:28.136-08:00I tend to agree with you.
But for the sake of di...I tend to agree with you. <br /><br />But for the sake of discussing it, a 100YW longbowmen would also have a pretty good idea of his range. Are we handing the player (the general) powers he wouldn't have in reality. <br /><br />Another method is to allow premeasuring shooting ranges, but make the range variable = i.e. 24"+ d6". Cos I do see some "variation" IRL when throwing rocks, slingstones etc. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-77310773175663660182015-01-17T08:59:21.794-08:002015-01-17T08:59:21.794-08:00On the matter of Pre-measuring I have to say that ...On the matter of Pre-measuring I have to say that in Fantasy I'm against it. In Sci-Fi however I think its reasonable, after all, troops carry accurate laser ranging, live in HUD battlefield overlays from orbiting satellites etc.FilmExilehttps://www.blogger.com/profile/15935064846182355579noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-48353785908906570352015-01-17T03:43:23.116-08:002015-01-17T03:43:23.116-08:00You could even argue in a modern+ game you could m...You could even argue in a modern+ game you could move FASTER due to the cover provided by rough ground, i.e. you'd be more confident and be able to run/crouch using cover whilst in the open you'd be running and diving flat.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-46359512046424400462015-01-17T03:41:28.179-08:002015-01-17T03:41:28.179-08:00http://deltavector.blogspot.com.au/2015/01/game-de...http://deltavector.blogspot.com.au/2015/01/game-design-23-enjoyable-or-innovative.html<br /><br />Is this what you are after? (Sadly it has red-yellow-green - I'll try to restrict it to titles perhaps)<br /><br />Random dicing for movement through difficult ground is used quite a lot, although halving movement is more common.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-42661735619534377672015-01-17T02:55:50.874-08:002015-01-17T02:55:50.874-08:00My pet hate is rough terrain halves movement. Why?...My pet hate is rough terrain halves movement. Why? I have legs and arms, I can scramble over rocks etc. I mean sure if I am on a motorbike, but for infantry? <br /><br />Actually it was one of the few things I liked about Grunts different locomotion types reacted to terrain differently.FilmExilehttps://www.blogger.com/profile/15935064846182355579noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-5894794400694578872015-01-17T01:31:42.208-08:002015-01-17T01:31:42.208-08:00I was thinking to use the following: everybody has...I was thinking to use the following: everybody has a fixed movement rate but not the same for everybody and, whenever you move through difficult terrain you roll to see how much you can move; so there is randomness whenever you enter an orchard, swamp or thick wood...<br />BTW, I'd appreciate you use a less striking colour to write, especially red and green ones.<br />Another thing, I'd be very interested in reading your thoughts about unit activation and orders in war games: IGO/UGO, PIPs like in DBA, Warmaster/BKC orders system, reaction/interruption like in Infinity or THW, swapping cards, by order of initiative, with hidden counters for orders that are showed simultaneously like in NetEpic/Epic 2nd edition, by alternating units between players, etc.blacksmithhttps://www.blogger.com/profile/11131707654108494186noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-54845651470052737852015-01-16T19:47:47.233-08:002015-01-16T19:47:47.233-08:00Your comment about a single figure rambo'ing i...Your comment about a single figure rambo'ing it 80" reminds of an exchange I read between a gamer and the gentleman who designed Command Decision.<br /><br />The gamer asked "can I really drive my jeep 50" across the table, since that's its movement rate?"<br /><br />The designer replied "you can try".<br /><br />Battletech cat skinning: Spend 4 hours designing the optimal cat. Realize you made it for the wrong time period. Start over.Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.com