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what if you have unlimited ammo...... and the trigger sticks..... and you cant stop firing if you wanted?
so there is a maximum of 6... "bullets"?
Ammo BESM3 Pg67The Ammo Restriction represents the total ammunition carried by the character relative to the Weapon’s rate of fire. Thus, a submachine gun might have Ammo because a shooter can fire away his or her entire basic load of a halfdozen or so 30-shot magazines in only six bursts. A bow or a semiautomatic pistol would not have Ammo (unless ammo was in particular short supply) since these Weapons are swiftly reloaded and characters will usually carry several magazines or a large quiver of arrows. If a Weapon has plenty of ammunition but takes time to reload between shots, like a crossbow or big cannon, assign Activation instead. 1 Rank of Ammo means the Weapon typically can fire 4-6 shots before ammunition runs out. This decreases to 2-3 shots at Rank 2 and 1 shot at Rank 3. Ammo at 4 Ranks represents a Weapon that is destroyed after a single use (like a grenade or mine).
My only problem with this is there's no way to use autofire as an "I'm covering a huge area so you can't get out of the way as easilly" tactic, which the original version had (via being able to be used as spreading Lv1). Otherwise, though, I'd argue that this is REALLY intuitive, and as such, like it ^_^.
And that is why the there is the "area" variable. Ex: Fire Ball (Weapon Lv 3) Area 2 (3 meter radius/ 9-10 feet radius) means all in a 10 foot radius of the blast duck or get hurt. If you have enough points to boost "area" variable in an attack you can set set an etire city block + on fire. Be creative with what varible combos you attach to your seplls. I'm very proud of my "mana storm" and "mana leach" spell design which is gonna be a pian to most nonpsychic spell users
But that's the area variable. That doesn't really cover using an auto-fire weapon to make a sweeping attack. For one thing, area is mandatory with an attack, and would not reduce the number of hits you could get with auto-fire. Making a sweeping motion with your machine gun would logically have both of these factors (optional, and makes it less likely you'll hit any one target with multiple shots if you choose to use it that way).
I'm not too worried for the need of supressive fire attacks to pin someone down in this game. Seeing as we're all some variant of magical users and have access to this thing called teleporting or dimention walking, which makes pinning one of us down with supressive fire for long periods of times really redundant, a waste of time, ammunition and or EP. If you wanna pin somebody or a group down the best way to do it seems to be status effects like paralysis, blind, or entanglement. Again linked with "area" this seems to work far better and more cost effective spell cost-wise (via power flux) and EP cost wise as you can hit multiple targets with a little more accuracy than fire firing blindy hoping a shot hits a guy. EX: Flash BangFlux Cost: 10 CPEP Cost: 10 cause it's instantaniousArea Effect: 10 feet raduis centered on attackRange 2: up to 30 feet from the casterEffect: failed save results in -2 att, sight, hearing check for the following turn
Quote from: Jhyarelle on July 01, 2010, 04:06:33 amI'm not too worried for the need of supressive fire attacks to pin someone down in this game. Seeing as we're all some variant of magical users and have access to this thing called teleporting or dimention walking, which makes pinning one of us down with supressive fire for long periods of times really redundant, a waste of time, ammunition and or EP. If you wanna pin somebody or a group down the best way to do it seems to be status effects like paralysis, blind, or entanglement. Again linked with "area" this seems to work far better and more cost effective spell cost-wise (via power flux) and EP cost wise as you can hit multiple targets with a little more accuracy than fire firing blindy hoping a shot hits a guy. EX: Flash BangFlux Cost: 10 CPEP Cost: 10 cause it's instantaniousArea Effect: 10 feet raduis centered on attackRange 2: up to 30 feet from the casterEffect: failed save results in -2 att, sight, hearing check for the following turnWait, suppressive fire? Status ailments? Now I'm really confused! I'm just talking about using auto-fire to either A: Hit multiple targets, or B: Make it hard for the opponent to dodge. Wasn't getting into pinning people down... (Were there even rules for that?)Anyway, I think I was just whining that I liked how auto-fire was a "versatile" ability and now it's a more specialized ability. Although under your explanation that the point was to make it easier to understand, I think that's suddenly become a given (since part of why the old ability was so confusing was they tried to have it do too many different things while being just one ability... well, ok, that, and the fact that they didn't do a very good job proof-reading their description of the secondary usage, apparently :-p). Also, it occurs to me now that the old rules should have been recommending adding spreading to auto-fire instead of just making it another use, since, ya know, most conventional automatic fire-arms won't be firing all your shots at the EXACT SAME SQUARE MILIMETER at all (and a SPELL that does that might ONLY BE ABLE TO fire at the same square milimeter, or might even be a chain effect). So, uh... long story short... I've revising my old comment. I LOVE this new version, no exceptions XD.
A: Hit multiple targets, or B: Make it hard for the opponent to dodge.
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