Re: do GMS/P troopers carry ARs?
From: Michael Sarno <msarno@p...>
Date: Wed, 23 Feb 2000 20:15:20 -0500
Subject: Re: do GMS/P troopers carry ARs?
sportyspam@harm.dhs.org wrote:
> On Thu, 24 Feb 2000, Glover, Owen wrote:
>
> > Exchanging kit especially if you have to grab extra ammo or
specialist
> > equipment can actually take a considerable amount of time....if an
> > Activation is approx 5 minutes then an Action is reasonably argued
to be 2
> > and a half minutes...that isn't really very long at all..ever tried
clearing
> > a double feed on a machine gun? It can take a minute of two in
> > itself...getting kit off a body that has been blasted can be a very
messy
> > thing, clearing the weapon, checking ammo feeds etc WILL take
time....
>
> I think any arguments that should be made should be kept strictly at
the
> game balance level. Although it's fun to bash around our assumptions
like
> this, we all know it isn't going to get anywhere. :)
I can't gree here. Game balance is a secondary consideration. If
both sides
have to abide by the same rules, game balance becomes a matter that is
belt
addressed on the level of scenario design. Besides, the only way to
hash out any
rules change or house rule is to perform a reality check.
Besides, it doesn't really matter how complicated they're going to
make a
weapons system in the future. If it's designed for grunts, a support
weapon is
always going to be able to be picked up quickly (Just how quickly is the
point of
this discussion. <g>) by a comrade should the operator fall in battle.
That's
the way it is know, and that's the way it is in the vast majority of
sci-fi combat
we've seen.
> > The time thing is something I'm always uncomfortable with too. Jon
> states in
> > his rules that he doesn't like to put a fixed time limit on a game
turn and
> > mentions 1 minute and a few minutes. Then we say it can take up to 5
minutes
> > and then we all start quoting 5 minutes. I really think Jon T didn't
really
> > want to get pigeon holed with a SET 5 minutes turn yet now we all
argue it
> > is a gospel fixed time span.....
>
> Which is why we should leave the philosophising up to him. :)
Hey, I paid my money, the rules are mine, now. <g>
> I think the question should be, should a support weapon be
transferable,
> and if so, how hard should it be to transfer so it doesn't make the
> support weapon so useful to have that a squad 'must' have one or two.
Again, I don't think this is a primary concern. It's not like we're
creating
a whole new weapon or even a who new game mechanic. We're just talking
about how
to handle casualties. But even if you value game balance more than I do
in this
decision, it favors a more simplistic system where troopers can pick up
a fallen
comrade's weapon. If you already have a balanced system, inserting a
totally
random loss of an important weapon when even wound casualties occur just
plays
havoc with the previously established balance.
-Mike
--
Michael Sarno
http://vietnam.isonfire.com
Check out the Charlie Company Discussion Group:
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