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[OFFICIAL] Re: [DS2] FMA Enhancement for DS2

From: Ground Zero Games <jon@g...>
Date: Sun, 7 Mar 1999 15:53:13 +0000
Subject: [OFFICIAL] Re: [DS2] FMA Enhancement for DS2

>Bri's FMA Enhancement for Dirtside II
>
>Many people have commented that the chit draw is a flaw in an otherwise
>great game. Especially since the great, simple, and effective FMA
>
>rules (by GZG) has been partially implemented in Dirtside II.
>
>This is an attempt to fully implement the FMA rules in Dirtside II
similar
>to what is modeled in Stargrunt II.
>
[snip]

Funnily enough, we've been having thoughts about this very concept
recently, to the extent of writing up a few ideas; as Brian has posted
his
suggestions, I thought I'd put up what we'd been working on as well, to
get
some reactions. Note that these ideas are largely untested (due to too
many
other demands on time!), and  are NOT intended to in any way replicate
the
probablities of the chit-draw system - they are a new and simplified set
of
mechanisms entirely. We also have not yet got as far as extending the
concept to things like infantry and artillery, until we see if the basic
idea works.

Apologies if there are bits that don't make sense, but these are just my
working notes at this stage, and were not intended for public
consumption!

DIRTSIDE ACCELERATOR:
(Playtest version 1.0, copyright GZG 1999).

New faster-play hit resolution system for DSII:

This experimental new resolution system replaces the chit-draw method of
determining hit effects for anti-vehicle fire in DSII, using a single
opposed die roll system. It is of necessity much simpler in terms of the
range of effects, giving a simple kill/no-kill result; as such it is
probably more suited to larger force games where a quick-and-dirty
resolution of combat is required - any "kill" result can be considered a
"mission kill" that renders the target ineffective for the remainder of
the
game, and does not have to necessarily indicate total physical
destruction.

Resolution method:

After acquiring a hit on the target using the standard method specified
in
the DSII rulebook, the firing player rolls a single die according to his
weapon type and MULTIPLIES the score rolled by the CLASS of weapon used.
The Target player rolls a single die for the type of armour his vehicle
carries, and multiplies the score rolled by the Armour Class.
If the Firer's final score EXCEEDS the target's, a kill is achieved - if
it
is equal or less, the target survives.

Weapon Impact dice types:

HEL:		All ranges D4
HVC:		Close range D8, Medium range D6, Long range D4
MDC:		Close range D10, Medium range D8, Long range D6
HKP:		Close range D10, Medium range D8, Long range D6
DFFG:		Close range D12, Medium range D8, Long range D4
GMS*:		All ranges D8

* GMS/H counts as Class 3, GMS/L as Class 2, GMS/P or IAVR as Class 1.

Armour die types:

Primitive (WWII type) armour					D4
Basic (late 20th/early 21st Century type) armour		       
D6
Enhanced (late 21st/early 22nd Century type) armour		       
D8
Superior (state-of-art late 22nd Century type)			D10

Ablative armour: +1 die type against HEL only.
Reactive armour: +1 die type against HVC or GMS.

Example:

HKP/4 at Medium range (D8) gets a hit on an armour-3 target with Basic
armour (D6);
Firer rolls D8 x 4, target rolls D6 x 3.
If firer's score is 3, x 4 = 12; target must roll at least a 4 to equal
(4
x 3 = 12) - on a 3 or less it is a kill. Should firer roll 5 or more (x
4 =
20), a kill will be automatic (since target cannot score over a total of
18).

Example:

GMS/H gets a hit on an armour-4 target with Enhanced/R (Reactive) armour
(D8 + 1 = D10);
Firer rolls D8 x 3, target rolls D10 x 4.
Firer's score is 5 (x 3 = 15), and target's roll is also 5 (x 4 = 20);
the
hit fails to disable the target vehicle.

Jon (GZG)

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