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Adding Realism to Battles: Realistic Timing

Posted: Thu Jan 29, 2009 2:37 pm
by pesgores
Realistic Timing: Adding Realism to BrikWars
(Realistic modifications version 1.1)

Because everybody knows BrikWars isn't good for history-like battles, because its turns are badly timed.

So there's this new rule:

Realistic Timing:
The only differences really, are:
-1 turn means 1 second (good for detail-documented battles)
-Common Minifigs can walk 2" per turn if they attack once in the same turn
-Common Minifigs can walk 4" per turn if they don't attack in the same turn
-Common Minifigs can stay put and attack twice in the same turn, getting a penalty of -1 in Skill for each time they attack
-Inclusion of headshots: if you roll twice the skill needed to use your weapon, you'll get a +2 bonus when you do the damage and the head is taken apart
-Difference between Semi-Auto and Full-Auto weapons:
-Semi-Auto: 1 shot per attack
-Full-Auto: various shots per attack (different for each gun)
-Creations only move 1/3" of the maximum in the first 2 turns, 2/3" on the next 2 turns and can go at full speed as soon as the 5th turn begins

Like these, they're not hard to memorise at add a lot of realism into BrikWars. If your game looks for realism.
I'll try to follow this rule from now on (no, not on the FBs, it can confuse the participants).

Posted: Thu Jan 29, 2009 5:01 pm
by IVhorseman
Honestly, that just sounds really, really tedious and not-fun :c

Posted: Thu Jan 29, 2009 5:28 pm
by birdman
i gotta agree. if you want to use realistic timing, use an action system like the one in Warzone or something.

Posted: Thu Jan 29, 2009 7:18 pm
by MasterEcabob
The headshot rules are pretty interesting, basically giving an extra bonus to a critical success.

Posted: Fri Jan 30, 2009 2:50 pm
by pesgores
IVhorseman wrote:Honestly, that just sounds really, really tedious and not-fun :c
This system is designed for solo games mostly. As I said, it fits well on "accurate" documented battles, for a realistic timespan and history.