02-08-2012, 07:33 AM | #51 |
Fact sphere is the most handsome
Join Date: Sep 2006
Posts: 1,108
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Yay a character that understands that combined arms assaults have been the norm for the last two hundred years for a reason
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02-08-2012, 02:33 PM | #52 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Okay, two quick questions.
First, how do turret deployments work? Second, what're the effects of jamming? Cause what overcast can apparently do is quite marvelous, but seems a bit much for just one speciality. Edit: Like, can it mask and simulate signals as well as block enemy radar? Because from the 'specialties' description, it doesn't seem that way. Last edited by Geminex; 02-08-2012 at 02:36 PM. |
02-08-2012, 02:54 PM | #53 |
Birdy Bard
Join Date: Sep 2007
Location: Japanland
Posts: 501
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Turrets take 1 full round of emplacement and building to activate. No moving and setting one up. They do take some time to place down and activate, hence the time requirement.
Jamming jams -everyone's- scanners in range, forcing everyone to rely on visual and manual targetting. Scanners -will not work- for a while, for both mechs and turrets (time variable based on specialties and abilities). Turrets can still be used manually as well but can't auto-target.
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02-08-2012, 03:06 PM | #54 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Okay, cool. How long is a round? In terms of seconds? Roughly? Something like 3?
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02-08-2012, 06:22 PM | #55 |
Birdy Bard
Join Date: Sep 2007
Location: Japanland
Posts: 501
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Somewhere in the 3-10 second range. I know that's extremely vague but 3 second actions will make combat absuuuuuuuuurdly slow. I like to give my players some liberty for creative impulses.
Edit: Post to come this afternoon. I get a close to 3 hour break between classes and it isn't worth it to come home because travel times kill that break. It might be a little rushed depending on how good my writing is during that time period but it will be done.
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02-10-2012, 12:58 AM | #56 |
Lakitu
Join Date: Feb 2010
Posts: 4,648
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Quick question on the functionality of turrets. When deployed and manipulated, does the player in control need a sightline to the turret to properly aim it, or is there something like a video feed or directional indicator on radar that allows for aiming turrets that are out of the line of sight?
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02-10-2012, 01:00 AM | #57 |
Birdy Bard
Join Date: Sep 2007
Location: Japanland
Posts: 501
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At this point in time you do need a sight line.
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02-10-2012, 01:03 AM | #58 |
Lakitu
Join Date: Feb 2010
Posts: 4,648
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New plan, place the turret, run behind cover and hold down the fire and "turn left" buttons.
But that system for the turret actually seems reasonable at this time. |
02-10-2012, 04:05 AM | #59 |
Not bad.
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Do we also pick our special ammo now? Or is that something for later?
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02-10-2012, 10:48 AM | #60 |
Birdy Bard
Join Date: Sep 2007
Location: Japanland
Posts: 501
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Now would be good. Partially giving the okay to something Aldurin mentioned which is for every 2 points in economy you get an additional ammo type. I only give that partial okay because there's another part I didn't mention that needs to be more thoroughly examined before I say yes.
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