Posted: Fri Jul 30, 2004 8:14 pm
I use the Air-to-Air rules from NASS and HU... not too comlpicated and a lot of ways things can go wrong...
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MattBaby wrote:I think it would be tough trying to model flight-capable Power Armor the same way you would a supersonic jet. A SAMAS can stop, turn on a dime, hover, and then speed right back up again, as well as travelling straight up or down without too much trouble. So a SAMAS being pursued by an F-15 could simply stop dead in mid-flight and get right behind it without a problem.
I have not figured out a way to resolve this problem. Things only get more confusing in Phase World, where you have power armors and robots fighting against space fighters...
MattBaby wrote:Nekira Sudacne wrote:MattBaby wrote:I think it would be tough trying to model flight-capable Power Armor the same way you would a supersonic jet. A SAMAS can stop, turn on a dime, hover, and then speed right back up again, as well as travelling straight up or down without too much trouble. So a SAMAS being pursued by an F-15 could simply stop dead in mid-flight and get right behind it without a problem.
I have not figured out a way to resolve this problem. Things only get more confusing in Phase World, where you have power armors and robots fighting against space fighters...
it's not a problem. that's excatly how it really works.
Nekira, what are you talking about? There's no explanation on how to handle it all mechanically. In fact, it's handled mechanically in the exact same manner as hand-to-hand combat, with maybe a few new bonuses. How does that make sense? Why would a ninja master with 6 H2H attacks be better at piloting a starfighter than an average guy with 2 H2H attacks? There's no word on how fast the various systems can accelerate, what sort of moves they are capable of performing, no way to tell any of these things. So you have to extrapolate. And that's dumb. What am I paying Palladium for, if there isn't any game in the books and I have to make it all up myself anyways?
MattBaby wrote:It's idiotic in its simplicity. I think we can handle some additional rules to deal with air-to-air combat.
Hans wrote:Mattbaby is saying that Palladium's core rules are idiotic, and I happen to agree with that somewhat.
At it's core Palladium is supposed to have been just a hand to hand combat game, because orginally it was a Dungeons and Dragons clone. The Palladium Fantasy Game.
Compare to D&D I liked Palladium's rules much better. You had strike, parry, and dodge. Since it was all hand to hand, it was strike parry, enemy strike, parry, strike parry, enemy strike, parry, ect untill somebody was dead.
When Palladium moved to modern combat they really dropped the ball. The D20 with strike, parry, and dodge were good rules, but they didn't grasp firefights and vehicle combat very well at all.
So, we have to use house rules.
Our house rules state you can dodge bullets just fine. You have to run to do it (fireing back wild if you ever get the chance to fire back), and use cover to duck in and out of if you want to dodge bullets from a firing position. We don't use the -10 rule. We still use this rule in a MegaDamage setting because we don't think of mundane objects in the world as being SDC all the time. An engine block is MDC, and so are rocks. A few feet of dirt is MDC, so hiding in a ditch will give you all the cover you need to avoid being shot by a tank shell.
But air to air needed some tweaking, which is where we came up with the simple rules of "spending" your speed and altitude to gain firiing position.
We don't want any more rules like having a seperate combat table of bonuses and dice rolls for hand to hand, guncombat, and vehicle combat. It just gets clunky.