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Danger Space

Originally posted by Cymew:
Making another oportunity for referees to judge a difficulty seems to be to be against the spirit of the rules for no real gain in realism.
Right, that's really why I was thinking of making it a flat defined task of Routine, Def=Dex etc. After all, according to the original rules you'd be rolling to see if they were hit anyway, using the original factors, all this is doing is substituting a different task for that.

cheers,

Mark
 
Maybe you're on to something after all. This takes stronger mojo than I can muster. Better hope for a better rules interpreter to come along.
 
Maybe you're on to something after all. This takes stronger mojo than I can muster. Better hope for a better rules interpreter to come along.
 
Maybe you're on to something after all. This takes stronger mojo than I can muster. Better hope for a better rules interpreter to come along.
 
You both are missing a major point:

Danger space is not entirely explosives.

For autofire weapons, it's the saturation zone around the target.

For PGMP/FGMP, it's the "Boiling Air" zone.
 
You both are missing a major point:

Danger space is not entirely explosives.

For autofire weapons, it's the saturation zone around the target.

For PGMP/FGMP, it's the "Boiling Air" zone.
 
You both are missing a major point:

Danger space is not entirely explosives.

For autofire weapons, it's the saturation zone around the target.

For PGMP/FGMP, it's the "Boiling Air" zone.
 
Originally posted by Aramis:
You both are missing a major point:

Danger space is not entirely explosives.

For autofire weapons, it's the saturation zone around the target.

For PGMP/FGMP, it's the "Boiling Air" zone.
This is true, I was thinking mostly of blast radius rather than anything else. However, I'd still like to get round the situation where the area of effect changes depending on the scale (1.5m or 15m) being used, and danger spaces as defined being fairly meaningless, since under the RAW, the penetration tails off to nothing very quickly in 1.5m scale.

For autofire weapons, then I'd be happy to use the normal "to hit" for autofire targets, but that's not really the danger space, which is the area of effect, whether it be blast, boiling air, etc, that is more dependant on the round exploding/whatever, rather than range, targeting skill etc.

(Incidentally, looking at the stats for MGs and VRF Gauss Guns yesterday, I noticed that they fire as Rifle - this means that at 50m+ range the to hit task is Difficult, which seems a bit strange. Or should there be some sort of automatic fire to hit bonus?).

cheers,

Mark
 
Originally posted by Aramis:
You both are missing a major point:

Danger space is not entirely explosives.

For autofire weapons, it's the saturation zone around the target.

For PGMP/FGMP, it's the "Boiling Air" zone.
This is true, I was thinking mostly of blast radius rather than anything else. However, I'd still like to get round the situation where the area of effect changes depending on the scale (1.5m or 15m) being used, and danger spaces as defined being fairly meaningless, since under the RAW, the penetration tails off to nothing very quickly in 1.5m scale.

For autofire weapons, then I'd be happy to use the normal "to hit" for autofire targets, but that's not really the danger space, which is the area of effect, whether it be blast, boiling air, etc, that is more dependant on the round exploding/whatever, rather than range, targeting skill etc.

(Incidentally, looking at the stats for MGs and VRF Gauss Guns yesterday, I noticed that they fire as Rifle - this means that at 50m+ range the to hit task is Difficult, which seems a bit strange. Or should there be some sort of automatic fire to hit bonus?).

cheers,

Mark
 
Originally posted by Aramis:
You both are missing a major point:

Danger space is not entirely explosives.

For autofire weapons, it's the saturation zone around the target.

For PGMP/FGMP, it's the "Boiling Air" zone.
This is true, I was thinking mostly of blast radius rather than anything else. However, I'd still like to get round the situation where the area of effect changes depending on the scale (1.5m or 15m) being used, and danger spaces as defined being fairly meaningless, since under the RAW, the penetration tails off to nothing very quickly in 1.5m scale.

For autofire weapons, then I'd be happy to use the normal "to hit" for autofire targets, but that's not really the danger space, which is the area of effect, whether it be blast, boiling air, etc, that is more dependant on the round exploding/whatever, rather than range, targeting skill etc.

(Incidentally, looking at the stats for MGs and VRF Gauss Guns yesterday, I noticed that they fire as Rifle - this means that at 50m+ range the to hit task is Difficult, which seems a bit strange. Or should there be some sort of automatic fire to hit bonus?).

cheers,

Mark
 
I must confess I didn't really miss the full extent of the danger zone, as much as just ignoring all the implications.

Maybe there is something fishy about how they work, and apparantly my stray thought on how that might be checked don't work very well. I'm not totally surprised. ;)
 
I must confess I didn't really miss the full extent of the danger zone, as much as just ignoring all the implications.

Maybe there is something fishy about how they work, and apparantly my stray thought on how that might be checked don't work very well. I'm not totally surprised. ;)
 
I must confess I didn't really miss the full extent of the danger zone, as much as just ignoring all the implications.

Maybe there is something fishy about how they work, and apparantly my stray thought on how that might be checked don't work very well. I'm not totally surprised. ;)
 
Danger zone drops are expressed in 1.5m squares.

I simply use half pen in the inner half of the danger space, and 1/4th pen to the edge when I even bother with DS's.
 
Danger zone drops are expressed in 1.5m squares.

I simply use half pen in the inner half of the danger space, and 1/4th pen to the edge when I even bother with DS's.
 
Danger zone drops are expressed in 1.5m squares.

I simply use half pen in the inner half of the danger space, and 1/4th pen to the edge when I even bother with DS's.
 
Originally posted by Aramis:
Danger zone drops are expressed in 1.5m squares.

I simply use half pen in the inner half of the danger space, and 1/4th pen to the edge when I even bother with DS's.
I like that, very straightforward and easy to use. Do you figure on an automatic hit, or do you roll for it?

cheers,

Mark
 
Originally posted by Aramis:
Danger zone drops are expressed in 1.5m squares.

I simply use half pen in the inner half of the danger space, and 1/4th pen to the edge when I even bother with DS's.
I like that, very straightforward and easy to use. Do you figure on an automatic hit, or do you roll for it?

cheers,

Mark
 
Originally posted by Aramis:
Danger zone drops are expressed in 1.5m squares.

I simply use half pen in the inner half of the danger space, and 1/4th pen to the edge when I even bother with DS's.
I like that, very straightforward and easy to use. Do you figure on an automatic hit, or do you roll for it?

cheers,

Mark
 
Originally posted by Cymew:
I must confess I didn't really miss the full extent of the danger zone, as much as just ignoring all the implications.

Maybe there is something fishy about how they work, and apparantly my stray thought on how that might be checked don't work very well. I'm not totally surprised. ;)
Well, it doesn't really matter in the long run how you figure it - it's just my programmer's brain took exception to the fact that things were different at different scales...

cheers,

Mark
 
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