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Re: [HOE] Movement/Recoil in Zero G



On Mon, 25 Jun 2001, Ole Ingvar Stene wrote:

> Date: Mon, 25 Jun 2001 16:05:21 +0200
> From: Ole Ingvar Stene <oleingva@ifi.ntnu.no>
> Reply-To: hoe@gamerz.net
> To: hoe@gamerz.net
> Subject: Re: [HOE] Movement/Recoil in Zero G
> 
> 
> > I imagine this is something that will be covered in LC, but I'm looking
> > for a _simple_ mechanic fix in the meantime on this issue.  Can anyone
> > recommend some mechanics to handle movement and the effects of recoil
> > from weapon fire in a zero gravity environment?  I've got some ideas,
> > but would love to hear some input.  Even a ref to how this is handled in
> > another game system would be helpful.  Thanks in advance!  Shelter
> > update forthcoming!
> 
> Well, in Alternity, zero-G is handeled by a skill roll... if you don't
> make the roll, you get a hefty penalty. A very simple and easy system.

Take waste warriors and look at the Seize the Pearl of Death power. Now
take the TN to catch a given damage bullet and apply that as the recoil
modifier instead of the usual -2 per additional burst. 
Additionally, if the character doesn't have some means of righting himself
(bracing against a wall, firing retr-jets) the penalties keep building up
from action to action.

How's that sound?

Theo McGuckin - SysAdmin, JLab


	"Wow, a sleep-over. A roaring fire, sleeping bags on the floor,
	 it's just like that time I got kicked out of Sports Authority."