if you pay?

Rules questions, suggestions, and discussion

Moderators: Pwnerade, IVhorseman

User avatar
dilanski
Now with added tractor fetish
Now with added tractor fetish
Posts: 1914
Joined: Sun Jan 18, 2009 6:41 am
Location: United Kingdom of Great Britain & FUCK THE DUP
Contact:

if you pay?

Post by dilanski » Sun Jul 19, 2009 8:53 am

in a lot of my new creations i find the current rules really don't work, for example a 2" missile would only travel about 12" which is only a couple of metres for what would be for a two metre long missile, so my question is would it be suitable to give it the range stats for a 6" missile as long as i payed the cp cost?
Almond Status: ACTIVATED

User avatar
OneEye589
Pooplord
Posts: 3228
Joined: Sat Jul 19, 2008 6:35 pm
Location: New York
Contact:

Post by OneEye589 » Sun Jul 19, 2009 9:25 am

I do additions to weapons in this way:

+2 damage = +1 CP
+1d6 damage = +2 CP
+4" range = +1 CP
-1 use = +1 CP

It's pretty balanced as far as I can tell. You can stack them as well.

I would do your missile in this way (and by missile I'm assuming you mean a rocket which does not need a launcher. If you mean an explosive you put in a launcher just use the adjustments above until you get the range you want):

Start with a 2d10 rocket which is 4CP, has a use of 4, and goes 12". A 6" rocket would go 36", so you need 24" tacked on. 24 divided by 4 is 6, so you need to pay 6CP to get the extra 24". Your rocket now costs 10CP, deals 2d10exp, has a use of 4, but flies 36".

User avatar
IVhorseman
If she don't want the brick, she won't get the dick
If she don't want the brick, she won't get the dick
Posts: 5293
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss
Contact:

Re: if you pay?

Post by IVhorseman » Sun Jul 19, 2009 10:17 am

dilanski wrote:in a lot of my new creations I find the current rules really don't work, for example a 2" missile would only travel about 12" which is only a couple of metres for what would be for a two metre long missile, so my question is would it be suitable to give it the range stats for a 6" missile as long as I payed the cp cost?
Range is not done for realism in brikwars, it's set for game balance. The game's a lot more fun when you actually have to be fairly close to shoot at someone, instead of parking halfway across the map from eachother and letting loose.

User avatar
Elmagnifico
Galidor
Galidor
Posts: 1082
Joined: Mon Jan 05, 2009 4:59 pm
Location: Still Controversial to Some Douches
Contact:

Post by Elmagnifico » Sun Jul 19, 2009 10:53 am

And it makes melee' weapons relevant.

Image
READTHEFORUMCODE!!!
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.

User avatar
muffinman42
Dimmy
Posts: 705
Joined: Fri Jul 17, 2009 2:33 pm
Location: I like to think this is the more sober account.
Contact:

Post by muffinman42 » Sun Jul 19, 2009 12:08 pm

it gives a point to fitting battering rams to your moveing fortress instead of building a house and sticking a huge lazor on top.
Kerbal Rocketry(my youtube with actual videos on it!)

Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.

User avatar
dilanski
Now with added tractor fetish
Now with added tractor fetish
Posts: 1914
Joined: Sun Jan 18, 2009 6:41 am
Location: United Kingdom of Great Britain & FUCK THE DUP
Contact:

Post by dilanski » Sun Jul 19, 2009 2:40 pm

well this is mainly for my space cruiser as when a missile can't even clear a vessel its a problem, also i treat a missile as a rocket that can change direction multiple times.
Almond Status: ACTIVATED

User avatar
piltogg
Clown-Face Bologna
Clown-Face Bologna
Posts: 2024
Joined: Wed Jan 02, 2008 6:16 pm
Location: Fictional Deutschland
Contact:

Post by piltogg » Sun Jul 19, 2009 10:51 pm

well, in the case of a space cruiser, or anything that happens to be in space, you should just ignore ranges for every weapon except thoose which might be used to board another ship or in the occasional infantry fight. this is because in space, all distances are rather rediculously large.
so while a normal missile might have a range of 12 inches, a space missile might have a range of "anywhere in the room". also there isn't anything in space to stop a moveing projectile, so realisticaly it would just go in a straight line untill it made contact with something.

User avatar
Gorchek
Officer
Posts: 106
Joined: Tue Dec 18, 2007 11:45 am
Location: Montreal, Quebec

Post by Gorchek » Mon Jul 20, 2009 9:27 am

Another option: build the missile as vehicules with programmable half-mind. That way, not only can you give it the range you want, it can keep moving after multiple rounds.

Funky Weasel
Officer
Posts: 112
Joined: Fri May 29, 2009 6:43 pm

Post by Funky Weasel » Mon Jul 20, 2009 10:54 am

Gorchek wrote:Another option: build the missile as vehicules with programmable half-mind. That way, not only can you give it the range you want, it can keep moving after multiple rounds.
I had a similar idea with suicidal tiny tanks - pack em with explosive and buy a 'launcher' to present a contact trigger. Same thing could work for missiles, but flying gets quite pricey for constructs.
CONGRATULATIONS - you just WON The Game FOREVER. Or you can carry on being a humourless nugget - your call.

User avatar
dilanski
Now with added tractor fetish
Now with added tractor fetish
Posts: 1914
Joined: Sun Jan 18, 2009 6:41 am
Location: United Kingdom of Great Britain & FUCK THE DUP
Contact:

Post by dilanski » Mon Jul 20, 2009 3:24 pm

Gorchek wrote:Another option: build the missile as vehicules with programmable half-mind. That way, not only can you give it the range you want, it can keep moving after multiple rounds.
reminds me of this episode of star trek voyager, works in principal but its anti brikwarist and can result in small warhead's, i think the modifier will work but when you get to atmospheric action a problem arises.
Almond Status: ACTIVATED

Fulizer
Minifig
Posts: 290
Joined: Sat Jul 25, 2009 12:39 pm
Location: there... inside your mind

Post by Fulizer » Mon Jul 27, 2009 6:11 am

OneEye589 wrote:I do additions to weapons in this way:

+2 damage = +1 CP
+1d6 damage = +2 CP
+4" range = +1 CP
-1 use = +1 CP
would said additions work on on vehicle weapons too? i'm desperatley trying to make a balanced minfig.
Last edited by Fulizer on Mon Jul 27, 2009 7:10 am, edited 1 time in total.

User avatar
birdman
Galidor
Galidor
Posts: 1023
Joined: Tue Dec 23, 2008 9:29 am

Post by birdman » Mon Jul 27, 2009 6:49 am

um, what's wrong with the minifigs in the rulebook? they're pretty balanced.
Image

Fulizer
Minifig
Posts: 290
Joined: Sat Jul 25, 2009 12:39 pm
Location: there... inside your mind

Post by Fulizer » Mon Jul 27, 2009 7:11 am

what I meant was making a alternate minifigure with better stats, after i was told that a certain minifig cost 50 CP each

User avatar
muffinman42
Dimmy
Posts: 705
Joined: Fri Jul 17, 2009 2:33 pm
Location: I like to think this is the more sober account.
Contact:

Post by muffinman42 » Mon Jul 27, 2009 10:31 am

you can make your own minifigure stats for special units.

like a
bio-engineerd hero with
jet-pack
super-armor
a back pack with weapons liked to his brain so he can control them
powerfull weapons
super strengh
limitation: can only fire one weapon per turn when flying.
would be about 50cp


a elite-gaurd would be more like
officer stats with out squad abilitys and more armor
maybe a jet-pack.
a hand-held weapon.
at 15cp

don't expect the rule book to tell you how to make your stats!
if something seems overpowerd give the oppenents an extra fig or weapon.

a demi-god would be more like:
armor: 24d20
skill: 29d20
movement: 2000"
Special:
role 1d1 on a 1 you can have it do what it wants.
at: 14619043cp

but the demi-god would be used by a refery for when somebody acts like an anorak.
Kerbal Rocketry(my youtube with actual videos on it!)

Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.

User avatar
dilanski
Now with added tractor fetish
Now with added tractor fetish
Posts: 1914
Joined: Sun Jan 18, 2009 6:41 am
Location: United Kingdom of Great Britain & FUCK THE DUP
Contact:

Post by dilanski » Mon Jul 27, 2009 4:44 pm

i've decided on a 2005 compatible version of natalya's MK system.
Almond Status: ACTIVATED

Post Reply