Re: [FMA] Comments and initial impressions
From: Ground Zero Games <jon@g...>
Date: Wed, 14 Jul 1999 09:41:48 +0100
Subject: Re: [FMA] Comments and initial impressions
>My comments from dabbling with the system tonight; overall impression:
>two thumbs way, way up!
Good, that's what we like to hear.... :-)
>
>- Leave the weapons point calculation system as _VERY_ optional. I
>like having it, but it's a pain it the butt as it stands right now.
>Just give us a list of all the various weapons you'd expect-- which
>you pretty much have already. If you want something different; THEN
>you can learn to use the system.
That's the intention.
>
>Also, note that as it currently stands, it's pretty easy to break with
>funky range bands. I could create the Munchkinizer, with range bands
>of 2"(d4)/12"(d8)/48(d12)" or something. Who knows, this might even
>be a legitimate weapon, something that accelerates and is designed to
>attack at range.
Yup, it's a gyrojet rifle..... :-)
>
>- The Confidence system is conspicuously absent, but that's been
>mentioned. I assume there will be the usual Confidence vs. Reaction
>mechanism? Will motivation be used as morale? I could see either way
>on that. If not, maybe a simple Shaken/Broken mechanism. I'd love to
>have more official guidance into how this area will work.
We're working on it.....
>
>- Reaction and Overwatch fire both seem to only let you fire at a
>target between their two actions. I would leave Reaction fire as is,
>and allow Overwatch to fire at any point during movement (so you can
>be sure to catch them in the open, whereas a target could hop between
>cover and avoid being shot at in the open from Reaction fire).
>
>- Assistant Leader? What's this do? I tend to think Leader = Lt,
>Asst. Leader = Sgt. I assume there will be some Confidence mechanism
>when the Leader is taken out, and the AL's presence will alleviate
>that somewhat. Is the AL able to transfer activation? Maybe only
>when in Leader's command radius, or only when activated by the Leader?
>Could he rally troops (and will there be a mechanism to rally?)
The AL is mainly there to take over when the Leader buys the farm.
Suggestions noted, and more on this to follow.
>
>- I think continuous fire weapons (like belt-fed machine guns) should
>have the ability to suppress an area. Maybe designate a line 1/3 as
>long as the range band within that range band (say, 3" in short 12"
>range band; I'm just throwing out ideas), and that's where the MG is
>shooting. Any troop wishing to cross that area must make a reaction
>test (with a neg mod) and may get shot; chance of getting shot
>increases a lot if you actually end an action in that zone.
>
>I may be totally off, though. Let me know what you think.
>
>- If a model is suppressed, all other models within 1-2" should take a
>reaction test or become suppressed as well, IMO. If you see your
>buddy next to you duck because he thinks he's about to get shot,
>you're likely to do so as well, I would think. There should probably
>also be Confidence tests (assuming we're using that mechanism) for
>wounds and kills in a model's LOS. Reaction/Confidence tests should
>receive a neg. mod if any casulties are in LOS, and a further neg. mod
>if any casulties are within 3" and in LOS.
>
>- It seems wierd to me that cover is used in the impact/armor roll,
>rather than the to hit roll. I can see either way, though.
>
>- I do like the current mechanism for suppression in the open.
Jon (GZG)