Re: Connecting multiple guns for additional damage
Posted: Sun Dec 20, 2015 6:12 pm
I was saying not many games use damage capacity and reduction for armor. Sorry for the mix up.
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eliakon wrote:That's a pretty significant change though.
In RL there is damage reduction, armor is not ablative. No amount of rifle bullets will harm a tank
In Palladium there is no damage reduction, all armor is ablative, and sufficient rifle bullets will destroy anything.
Ergo we can see that by the rules, weapons in RL and Palladium work differently.
cosmicfish wrote:eliakon wrote:That's a pretty significant change though.
In RL there is damage reduction, armor is not ablative. No amount of rifle bullets will harm a tank
In Palladium there is no damage reduction, all armor is ablative, and sufficient rifle bullets will destroy anything.
Ergo we can see that by the rules, weapons in RL and Palladium work differently.
Yes, they do, but we have no evidence that they work differently outside those specific differences. And that is the point - the fact that armor is ablative (for example) does not give any indication as to how two weapons, firing together and operated by the same individual with a single action, will damage a target as compared to the same two weapons operated by different individuals using different actions.
eliakon wrote:That is where looking at the many in game examples of combi-weapons, and various burst firing and pulse firing weapons and comparing them to the damage output of various combination, burst, and Gatling style weapons in the real world comes in.....
and the results of that tend to be 'real world weapons scale up much differently than game weapons and thus are not at all similar go back to square one'
Jefffar wrote:A more realistic system would evaluate the effects of each hit separately, be it on a structure or a living creature in addition to a cumulative effect.
Zer0 Kay wrote:Jefffar wrote:A more realistic system would evaluate the effects of each hit separately, be it on a structure or a living creature in addition to a cumulative effect.
So like R. Talsorian? If all rounds always either hit or miss then there is a single damage given x damage doesn't always equal one shot. If all rounds don't always hit then burt comes in and every point over the opponents dodge roll is another strike up to a given burst value. If the weapon has ridiculous kick you may want to use scatter instead of burst to simulate the rounds/groupings of shots hitting different hit locations.
flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
Dog_O_War wrote:flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
If he were, then why are there examples within the books which state the exact opposite?
For example, SDC has AR, and depending on how good your armour is (arbitrarily), determines what you can ignore. Or in the realm of MDC, certain armours can cut your damage in half, or otherwise reduce damage by a percentage due to their qualities. Or how some weapons have special armour-piecing properties which has them doing increased damage?
Because given all that, his statements seem far from correct according to the rules as written.
Dog_O_War wrote:flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
If he were, then why are there examples within the books which state the exact opposite?
For example, SDC has AR, and depending on how good your armour is (arbitrarily), determines what you can ignore. Or in the realm of MDC, certain armours can cut your damage in half, or otherwise reduce damage by a percentage due to their qualities. Or how some weapons have special armour-piecing properties which has them doing increased damage?
Because given all that, his statements seem far from correct according to the rules as written.
cosmicfish wrote:Dog_O_War wrote:My recommendation is to scrap what the game says and do it in a method that makes sense. Personally, I have graded weapons and armour, and damage is on a "per round" basis (none of this 10-40 shots does X damage garbage). This can (and has) made some weapons better than they were, and some worse than they were, but it has otherwise balanced itself out.
Sooo... just scrap the Palladium rules and start from scratch?
cosmicfish wrote:Dog_O_War wrote:Or is your 1d6MD laser really the same as the 1d6MD railgun when shooting a Glitterboy? There is a ton of junk like this that the game just does not address. Officially there is zero difference between ion, particle beam, and plasma damage; so why bother separating them?
Color. Seriously, without canon rules differentiating between them, the descriptions are just as much fluff as the pictures.Dog_O_War wrote:Maybe because there is actually a difference that they never really elaborated on? And that's just damage across one category.
If they did not elaborate on it in the rules, then from a RAW perspective there is no difference. You can house-rule differences, but that just makes a slightly different version of the game, which only your group plays, in which these differences exist. The original game takes no notice.
cosmicfish wrote:Dog_O_War wrote:Or you could take that bogus thought and throw it in the garbage and realize that there are in fact glaring errors and failings of thought when they were designing how these weapons interacted with each other.
I cannot tell if you are raging against canon vehicles or kit-bashed vehicles, but either one applies. The equipment in Rifts was not especially designed to be sensible, it was designed to be fun and "balanced", and as a result is woefully inconsistent and illogical. Again, this can be corrected only by ignoring RAW.
Nightmask wrote:Dog_O_War wrote:flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
If he were, then why are there examples within the books which state the exact opposite?
For example, SDC has AR, and depending on how good your armour is (arbitrarily), determines what you can ignore. Or in the realm of MDC, certain armours can cut your damage in half, or otherwise reduce damage by a percentage due to their qualities. Or how some weapons have special armour-piecing properties which has them doing increased damage?
Because given all that, his statements seem far from correct according to the rules as written.
My statements are quite correct, there is no qualitative difference between mega-damage dealt by a hand weapon or a vehicle weapon, that 1d6 mega-damage hand laser is dealing just as much damage as that 1d6 mega-damage vehicle-mounted railgun and nothing in the rules suggest that somehow that hand laser's damage isn't as damaging as the vehicle's weapon. Just as items that are CLEARLY exceptions don't by definition qualify as the rule, they demonstrate the existence of the rule by being exceptions to it.
eliakon wrote:Dog_O_War wrote:flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
If he were, then why are there examples within the books which state the exact opposite?
For example, SDC has AR, and depending on how good your armour is (arbitrarily), determines what you can ignore. Or in the realm of MDC, certain armours can cut your damage in half, or otherwise reduce damage by a percentage due to their qualities. Or how some weapons have special armour-piecing properties which has them doing increased damage?
Because given all that, his statements seem far from correct according to the rules as written.
Actually both and neither of these are true.
BOTH SDC and MDC armor are fully ablative in that they both take full damage from any and all weapons that do damage to them.
AR is a special case which mostly models how hard it is to get a solid hit on armor not how tough it is (though some of the non-rifts games and the compendium of modern weapons have done some retcon work allowing AP to lower AR, it still does nothing to actually reduce the damage you take. Either it causes a full miss/deflection or you still take full damage)
eliakon wrote:There are a few rare forms of armor that reduce that armor by a percentage but there are AFAIK no armors that have an actual damage reduction (i.e. reduce damage by 30). Similarly increase to armor-piercing has to be modeled as increasing raw damage for the same reason. Thus AP bullets will cause unarmored things to blow up faster because since there is no armor to pierce it then starts depleting the internal DC faster.
Dog_O_War wrote:But don't you see? They did make them different via the RAW; it's the RAW stating that they are different. It is just not elaborated on. We know that (via the RAW) lasers, PB, ion, and plasma are all energy damage. Lasers just happen to also have a variable frequency (which for almost 20 years only mattered against one bot, desite its pervasiveness) and may or may not have a reduced profile against certain armours and in water. We also know that lasers, PB, and ions are not good for grenades and other explosives, but plasma apparently is. This information is all via the RAW.
Dog_O_War wrote:So from the RAW perspective, there is a difference. It's just vague for the most part.
Dog_O_War wrote:Book and page number where it says that the equipment presented was not designed to be sensible, because I can't find a single RAW entry that states this, but I can find plenty of fluff entries where this is exactly how various pieces of equipment are presented; as sensible.
Dog_O_War wrote:Additionally, if this equipment was designed to be balanced, then why is it so unbalanced? Why is most of the junk in the books unfun?
Dog_O_War wrote:Except for the quantifiable difference where larger, heavier weapons do more damage. You know, other than that qualitative difference, which is where the inconsistency lies, is there a difference between hand weapons and vehicle-mounted weapons. It's almost as if this was the original goal, but it was implemented or otherwise elaborated on very poorly
cosmicfish wrote:Dog_O_War wrote:But don't you see? They did make them different via the RAW; it's the RAW stating that they are different. It is just not elaborated on. We know that (via the RAW) lasers, PB, ion, and plasma are all energy damage. Lasers just happen to also have a variable frequency (which for almost 20 years only mattered against one bot, desite its pervasiveness) and may or may not have a reduced profile against certain armours and in water. We also know that lasers, PB, and ions are not good for grenades and other explosives, but plasma apparently is. This information is all via the RAW.
Energy weapons vs non-energy weapons is a valid distinction in RAW that no one here is disputing. There are a few very specific and uncommon functional differences between energy weapons, such as those you noted about lasers. We DON'T know that "lasers, PB, and ions are not good for grenades and other explosives", we only know that we have not seen those yet - I don't recall anywhere saying such were impossible.
And this is the point. There are no general differences between the different types of energy weapons. There are a few very specific differences that only apply in very specific situations - specific energy weapon X and against specific X-resistant or X-vulnerable armor Y sort of thing. Outside the GB, I don't think I've ever seen one come up in play, and if they were real, fundamental differences then they would have.
cosmicfish wrote:Dog_O_War wrote:So from the RAW perspective, there is a difference. It's just vague for the most part.
It's not vague - it is extremely limited and situational. Vague implies that they have rules that are simply badly communicated.
cosmicfish wrote:If there are rules at all (and I do not think that there are) then they are not being communicated at all, outside of a few special circumstances.
cosmicfish wrote:Dog_O_War wrote:Book and page number where it says that the equipment presented was not designed to be sensible, because I can't find a single RAW entry that states this, but I can find plenty of fluff entries where this is exactly how various pieces of equipment are presented; as sensible.
If you want book and page number then tell Palladium to rerelease all the books with indexes.
cosmicfish wrote:There are a few thousand pages scattered across something like 60 or so books, and I can't remember where I read their motivation in designing gear and am too busy with my actual research to spend a week on a side project.
cosmicfish wrote:Dog_O_War wrote:Additionally, if this equipment was designed to be balanced, then why is it so unbalanced? Why is most of the junk in the books unfun?
Well, it is unbalanced because they don't have any real rules that they are using to design this stuff,
cosmicfish wrote:and when you have no rules and a bunch of authors spread over a decade or two then balance is all but impossible to achieve.
cosmicfish wrote:I've had this discussion with some of the GURPS designers before, and the simple fact is that most people capable of writing a good RPG book suck at the kind of math and engineering needed to work a system that actually ensures balance.
eliakon wrote:Zer0 Kay wrote:Jefffar wrote:A more realistic system would evaluate the effects of each hit separately, be it on a structure or a living creature in addition to a cumulative effect.
So like R. Talsorian? If all rounds always either hit or miss then there is a single damage given x damage doesn't always equal one shot. If all rounds don't always hit then burt comes in and every point over the opponents dodge roll is another strike up to a given burst value. If the weapon has ridiculous kick you may want to use scatter instead of burst to simulate the rounds/groupings of shots hitting different hit locations.
Or something like in GURPS, where each round in a burst is matched against armor separately.
Dog_O_War wrote:eliakon wrote:Dog_O_War wrote:flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
If he were, then why are there examples within the books which state the exact opposite?
For example, SDC has AR, and depending on how good your armour is (arbitrarily), determines what you can ignore. Or in the realm of MDC, certain armours can cut your damage in half, or otherwise reduce damage by a percentage due to their qualities. Or how some weapons have special armour-piecing properties which has them doing increased damage?
Because given all that, his statements seem far from correct according to the rules as written.
Actually both and neither of these are true.
BOTH SDC and MDC armor are fully ablative in that they both take full damage from any and all weapons that do damage to them.
AR is a special case which mostly models how hard it is to get a solid hit on armor not how tough it is (though some of the non-rifts games and the compendium of modern weapons have done some retcon work allowing AP to lower AR, it still does nothing to actually reduce the damage you take. Either it causes a full miss/deflection or you still take full damage)
I like how the entire SDC system of damage-taking is a "special case"
eliakon wrote:No, the SDC system is not a special case.
SDC damage follows the exact same system of damage. You take your damage off of your DC
AR though provides no form whatsoever of reduction. Period. Dot. End of story. Do not pass go, do not collect two hundred dollars, do not reduce damage by 30 DC.
Dog_O_War wrote:eliakon wrote:No, the SDC system is not a special case.
SDC damage follows the exact same system of damage. You take your damage off of your DC
AR though provides no form whatsoever of reduction. Period. Dot. End of story. Do not pass go, do not collect two hundred dollars, do not reduce damage by 30 DC.
Really? So in certain situations, you wouldn't reduce the damage by 100%?
Jefffar wrote:Dog_O_War wrote:eliakon wrote:No, the SDC system is not a special case.
SDC damage follows the exact same system of damage. You take your damage off of your DC
AR though provides no form whatsoever of reduction. Period. Dot. End of story. Do not pass go, do not collect two hundred dollars, do not reduce damage by 30 DC.
Really? So in certain situations, you wouldn't reduce the damage by 100%?
Thats a negation, not a reduction.
flatline wrote:Are we confusing AR which determines if something successfully protects what's inside of it and natural AR which determines if damage is dealt at all?
Dog_O_War wrote:Nightmask wrote:Dog_O_War wrote:flatline wrote:Nightmask is correct according to the rules as written.
I would hazard a guess, however, that this exact issue is the primary driver for MD hate. I know it is for me.
If he were, then why are there examples within the books which state the exact opposite?
For example, SDC has AR, and depending on how good your armour is (arbitrarily), determines what you can ignore. Or in the realm of MDC, certain armours can cut your damage in half, or otherwise reduce damage by a percentage due to their qualities. Or how some weapons have special armour-piecing properties which has them doing increased damage?
Because given all that, his statements seem far from correct according to the rules as written.
My statements are quite correct, there is no qualitative difference between mega-damage dealt by a hand weapon or a vehicle weapon, that 1d6 mega-damage hand laser is dealing just as much damage as that 1d6 mega-damage vehicle-mounted railgun and nothing in the rules suggest that somehow that hand laser's damage isn't as damaging as the vehicle's weapon. Just as items that are CLEARLY exceptions don't by definition qualify as the rule, they demonstrate the existence of the rule by being exceptions to it.
Except for the quantifiable difference where larger, heavier weapons do more damage. You know, other than that qualitative difference, which is where the inconsistency lies, is there a difference between hand weapons and vehicle-mounted weapons. It's almost as if this was the original goal, but it was implemented or otherwise elaborated on very poorly
Dog_O_War wrote:flatline wrote:Are we confusing AR which determines if something successfully protects what's inside of it and natural AR which determines if damage is dealt at all?
If we were, that would be another poor elaboration on-part of the game.
Because just saying "the natural AR of an M1 Abrams" even sounds oxymoronic.
But mainly (in-so-far as I have seen at least, which I'll admit my knowledge on ARs is limited), it's typically just written as "AR" and not "artificial/natural AR", though you can find instances of "natural AR" here and there.
Nightmask wrote:That's a difference in quantity/intensity NOT quality. There is no qualitative difference between a 1d6 mega-damage laser vs a 1d6 mega-damage particle beam or a 1d6 mega-damage railgun round, as far as armor is concerned (other than the few exceptions that exist) they ALL deal the same measure of damage no matter how different the damage-dealing delivery system is.
Nightmask wrote:That man-portable mega-damage hand laser is not going to find tank armor somehow different than the body armor some mook is wearing, the tank armor will suffer full damage from the hand laser just like the body armor would because by the time of Rifts technology has advanced to the point that even hand weapons can damage armored vehicles like tanks or robot vehicles.
Dog_O_War wrote:Nightmask wrote:That's a difference in quantity/intensity NOT quality. There is no qualitative difference between a 1d6 mega-damage laser vs a 1d6 mega-damage particle beam or a 1d6 mega-damage railgun round, as far as armor is concerned (other than the few exceptions that exist) they ALL deal the same measure of damage no matter how different the damage-dealing delivery system is.
So this is the short version of your sentence as I read it: "all the weapons are the same, except where they're different!"
That is; you're contradicting yourself from one line to the next, and you're trying to down-play it by calling these instances of difference "rare". But the fact of the matter is that they are not "rare". There are a ton of examples where the weapons' "qualitative difference" matters. For example, a regular railgun round and DU round. Against some targets, there is no difference, but against the otherwise plentiful number of SN creatures, it makes a difference. Or silvered rounds. Or the type of energy you shoot; some targets are immune to plasma, or resistant to lasers, or suffer increased damage when a fire is also magical, etc.Or to state it differently: (regular) lasers will always do reduced damage versus a Glitterboy; railguns will always do less damage versus kinetic-resistant armours; SD will always need to be in groups of 100 to deal 1 MDC. Etc. These qualities always exist, even if they do not always come into effect. They aren't "exceptions" they always happen.
Dog_O_War wrote:Nightmask wrote:That man-portable mega-damage hand laser is not going to find tank armor somehow different than the body armor some mook is wearing, the tank armor will suffer full damage from the hand laser just like the body armor would because by the time of Rifts technology has advanced to the point that even hand weapons can damage armored vehicles like tanks or robot vehicles.
Firstly, that's 100% wrong.
That armour "some mook" is wearing? in an equal amount of MDC, the laser has a much harder time burning through it on a per-inch basis, which is quantifiable, measurable, and thus a qualitative property of one armour versus another. This means that per the RAW, even though the damage the weapon deals is the same, the material it strikes at the very least is different in quality. And some weapons will have an easier time than others with certain materials; that's a fact.
Secondly, whether or not hand weapons can damage tanks has never been a point of contention; stop bringing up this non-point/red-herring of a statement. What is in contention is that larger weaponry is not otherwise to-scale and is thus breaking the verisimilitude of the game presented.
Dog_O_War wrote:The fact that you have to state that there are different types is a "general difference".
The fact that nowhere within the RAW will you find laser, PB, or ion grenades is a "general difference". Which, while you may say that, "well we have not seen those yet", does nothing to lend credibility to your stance that there are no general differences. The form in which you can get an energy weapon is a general difference. Another big one is your sampling of what has come up in play; that has zero weight on whether or not there are general differences between the energy types. As per the RAW, there are in-game manufacturers that specialize in the different types; that is a general difference.
How many more "general differences" within the RAW do I need to point out before you realize that, "hey, these are in-fact not the same", even if there has been poor elaboration on the subject?
Dog_O_War wrote:That is, they are vague. Dragging in HU conversioned powers, you'll note that plasma in-fact has all sorts of different properties within the realm of Rifts, as do lasers.
Dog_O_War wrote:This is kind of the point I'm digging at. The differences have been noted and they are notable, but we aren't being given the whole picture; it's been poorly elaborated on.
Dog_O_War wrote:One has nothing to do with the other. If you cannot provide a book and page number, then withdraw your claim or be more clear that you're giving your opinion instead of trying to assert it as a fact.
Dog_O_War wrote:That's cool I suppose. It really is easier then to just post conjecture than to bother to look up what you're talking about
Dog_O_War wrote:Do you have a book and page reference, employee identification card from Palladium, a former staff-members' tell-all book, or any form of proof in regards to this claim? Or is this more conjecture, or possibly just your opinion that you've failed to clearly identify as such?
Dog_O_War wrote:Do you happen to have a book or something (I'd accept even an article from your family newspaper at this point) detailing your own twoish decade experience authoring rpgs or any other comparative experience regarding your self-assured expertise on the matter? Or is this more opinion/conjecture?
Dog_O_War wrote:I don't suppose you'd be able to get any of them to chime in that this conversation you've allegedly had actually took place, would you? No?
To be clear, I believe you. I believe you've talked to those people. But the fact remains that you can provide zero proof of such (I'll throw up an edit and an apology if otherwise). Which is kind of my point here; stick to facts. Only make statements you can back up with such, and make sure your opinion is clear. I do not like it when a discussion gets mired in one persons' opinion versus another persons "facts".
Not to mention that after 17 years as an editor for an RPG publisher, I can say with total confidence that it's an utter myth that all RPG writers like rules and/or are good at navigating them. The majority are fond of specific areas of real-world erudition and want to bring those to their hobby, gaming. They strive to translate what they know into rules terms. The reason why I have a full time job and a full-time assistant is that many, even most of these people require a rules expert to hash out stats and mechanics to go with their material. Thus, it isn't surprising at all that the only freelancers who actively like designing vehicles are those interested in vehicles in their own right . . . and that the rest often find such design to be painful.
Ultimately, I'm saying that RPG writers are writers, not accountants. They're mostly drawn from the side of the hobby that enjoys drama, history, and fine turns of phrase. Certainly, there are numbers geeks-turned-pro, but they constitute a minority of the professionals in this business.
Dog_O_War wrote:Nightmask wrote:That's a difference in quantity/intensity NOT quality. There is no qualitative difference between a 1d6 mega-damage laser vs a 1d6 mega-damage particle beam or a 1d6 mega-damage railgun round, as far as armor is concerned (other than the few exceptions that exist) they ALL deal the same measure of damage no matter how different the damage-dealing delivery system is.
So this is the short version of your sentence as I read it: "all the weapons are the same, except where they're different!"
That is; you're contradicting yourself from one line to the next, and you're trying to down-play it by calling these instances of difference "rare". But the fact of the matter is that they are not "rare". There are a ton of examples where the weapons' "qualitative difference" matters. For example, a regular railgun round and DU round. Against some targets, there is no difference, but against the otherwise plentiful number of SN creatures, it makes a difference. Or silvered rounds. Or the type of energy you shoot; some targets are immune to plasma, or resistant to lasers, or suffer increased damage when a fire is also magical, etc.
Or to state it differently: (regular) lasers will always do reduced damage versus a Glitterboy; railguns will always do less damage versus kinetic-resistant armours; SD will always need to be in groups of 100 to deal 1 MDC. Etc. These qualities always exist, even if they do not always come into effect. They aren't "exceptions" they always happen.
Dog_O_War wrote:Nightmask wrote:That man-portable mega-damage hand laser is not going to find tank armor somehow different than the body armor some mook is wearing, the tank armor will suffer full damage from the hand laser just like the body armor would because by the time of Rifts technology has advanced to the point that even hand weapons can damage armored vehicles like tanks or robot vehicles.
Firstly, that's 100% wrong.
That armour "some mook" is wearing? in an equal amount of MDC, the laser has a much harder time burning through it on a per-inch basis, which is quantifiable, measurable, and thus a qualitative property of one armour versus another. This means that per the RAW, even though the damage the weapon deals is the same, the material it strikes at the very least is different in quality. And some weapons will have an easier time than others with certain materials; that's a fact.
Secondly, whether or not hand weapons can damage tanks has never been a point of contention; stop bringing up this non-point/red-herring of a statement. What is in contention is that larger weaponry is not otherwise to-scale and is thus breaking the verisimilitude of the game presented.
Nightmask wrote:No contradictions in anything I've said, when one is discussing how things are in general then you don't care about the exceptions because they're exceptions meaning they obviously violate the basic rule that you're discussing. Those things ARE exceptions because lasers do not ALWAYS suffer reduced damage against everything only against things that are laser-resistant meaning they're EXCEPTIONS i.e. things that violate the normal rules. The fact that there are a number of exceptions around doesn't mean the actual rule no longer exists or that the exceptions are the rule they aren't.
Nightmask wrote:No, that's 100% right and with how the game is written by the rules, in general, all weapons deal their damage to all armor the same no matter what kind of damaging effect they have nor is bringing up the hand weapons issue a non-point/red herring but points that refute what YOU brought up trying to argue that somehow hand weapons should be unable to harm the large vehicles like tanks because you think that they shouldn't be able to because RL SDC hand-guns can't damage an RL SDC tank. What's in contention is what should happen if someone wanted to firelink multiple weapons like placing a half-dozen hand lasers together into a single weapon, as in should the damage simply be multiplied or should some other affect apply.
eliakon wrote:Those though ARE the exceptions though not the rules.
In most cases it doesn't matter what the source of damage is in combat, just that you did X Damage and if the target has More or Less than X DC.
In a few cases (almost always involving magic, super powers, or the supernatural) it may be relevant to determine if you did X damage in the first place by figuring out weapon was used to do the damage.
eliakon wrote:Dog_O_War wrote:Nightmask wrote:That man-portable mega-damage hand laser is not going to find tank armor somehow different than the body armor some mook is wearing, the tank armor will suffer full damage from the hand laser just like the body armor would because by the time of Rifts technology has advanced to the point that even hand weapons can damage armored vehicles like tanks or robot vehicles.
Firstly, that's 100% wrong.
That armour "some mook" is wearing? in an equal amount of MDC, the laser has a much harder time burning through it on a per-inch basis, which is quantifiable, measurable, and thus a qualitative property of one armour versus another. This means that per the RAW, even though the damage the weapon deals is the same, the material it strikes at the very least is different in quality. And some weapons will have an easier time than others with certain materials; that's a fact.
Secondly, whether or not hand weapons can damage tanks has never been a point of contention; stop bringing up this non-point/red-herring of a statement. What is in contention is that larger weaponry is not otherwise to-scale and is thus breaking the verisimilitude of the game presented.
I am going to have to agree with Nightmask on that one, its all abstracted into "DC" after a certain point.
cosmicfish wrote:More, apparently, because I find the "general differences" you've listed to be meaningless.
cosmicfish wrote:The fact that I can get plasma grenades is only really of importance when I am buying grenades, not when I am comparing energy weapons.
cosmicfish wrote:The fact that weapons are listed as ion, or laser, or PB, or death ray doesn't matter unless those translate into game effects that are reasonably consistent with the type AND come up more than once in a blue moon.
cosmicfish wrote:That in-game manufacturers specialize in one or the other is meaningless if (despite the different technology) I can find comparable weapons at each one - it is no more different than saying that one manufacturer always puts handles on top while the other manufacturer never does.
cosmicfish wrote:Dog_O_War wrote:That is, they are vague. Dragging in HU conversioned powers, you'll note that plasma in-fact has all sorts of different properties within the realm of Rifts, as do lasers.
And do those properties explicitly apply to Rifts plasma weapons? If I pick up a plasma rifle, do I get to use the "HU conversioned powers" as the basis for my weapon's operation?
cosmicfish wrote:Dog_O_War wrote:This is kind of the point I'm digging at. The differences have been noted and they are notable, but we aren't being given the whole picture; it's been poorly elaborated on.
"Poorly elaborated on" to me implies that back at Palladium HQ there is a list of rules and guidelines that significantly impact game play as it pertains to these types of weapons.
cosmicfish wrote:It is my opinion that no real such guidelines exist, because I do not see any real evidence of them.
cosmicfish wrote:Dog_O_War wrote:One has nothing to do with the other. If you cannot provide a book and page number, then withdraw your claim or be more clear that you're giving your opinion instead of trying to assert it as a fact.
I am giving a recollection. Take it as you will. Dispute it, ignore it, call it names. I have better things to do than satisfy your demand that everything I state be documented and notarized.
cosmicfish wrote:Dog_O_War wrote:That's cool I suppose. It really is easier then to just post conjecture than to bother to look up what you're talking about
Yes, it is. That's the point.
cosmicfish wrote:I suppose I could do a thesis on the inner workings of Palladium Games, but I already have a thesis to work on and I'm just not interested in taking on the side project of sorting through all that undocumented, unindexed material to satisfy a guy on a forum.
cosmicfish wrote:Dog_O_War wrote:Do you have a book and page reference, employee identification card from Palladium, a former staff-members' tell-all book, or any form of proof in regards to this claim? Or is this more conjecture, or possibly just your opinion that you've failed to clearly identify as such?
Recollection, and opinion.
cosmicfish wrote:Dog_O_War wrote:Do you happen to have a book or something (I'd accept even an article from your family newspaper at this point) detailing your own twoish decade experience authoring rpgs or any other comparative experience regarding your self-assured expertise on the matter? Or is this more opinion/conjecture?
I never claimed experience authoring RPG's, and unless you think I am also a "bunch of authors" I cannot see why you would think I had.
cosmicfish wrote:The decades and authors are Palladium's own. As to my own professional experience, since it isn't in RPG design it is also exactly the kind of thing I don't want to show here. And if I am not going to post my CV here, are you going to take anything I say as meaningful?
cosmicfish wrote:I doubt it. If we had any shared experience (like the "color of the shooting house door in Hereford") then I could exchange familiarities with you, but unless you have either military or engineering experience that is doubtful.
cosmicfish wrote:I don't think we can or should post links to other game designer's fora on here, but if you search GURPS forums for Kromm, post 1451037, you should see him say:Not to mention that after 17 years as an editor for an RPG publisher, I can say with total confidence that it's an utter myth that all RPG writers like rules and/or are good at navigating them. The majority are fond of specific areas of real-world erudition and want to bring those to their hobby, gaming. They strive to translate what they know into rules terms. The reason why I have a full time job and a full-time assistant is that many, even most of these people require a rules expert to hash out stats and mechanics to go with their material. Thus, it isn't surprising at all that the only freelancers who actively like designing vehicles are those interested in vehicles in their own right . . . and that the rest often find such design to be painful.
Ultimately, I'm saying that RPG writers are writers, not accountants. They're mostly drawn from the side of the hobby that enjoys drama, history, and fine turns of phrase. Certainly, there are numbers geeks-turned-pro, but they constitute a minority of the professionals in this business.
cosmicfish wrote:and that is for one of the crunchiest, rules-heavy games in existence. It is talking specifically about creating design rules for vehicles which, not incidentally, also includes design rules for weapons. Is that adequate? Sean Punch is not likely to participate on here personally, sorry.
cosmicfish wrote:Oh hey, what about those examples I gave? What rules or structure explains those, along with the other various energy weapons in Rifts? I am genuinely curious, I like systems for designing things, it is why I became an engineer, and RPG's like Rifts and GURPS were influential in the specialty I chose.
cosmicfish wrote:There are also numerous examples where larger, heavier weapons DON'T do more damage, or do slightly more damage despite being massively larger. For example:
The NG-101 railgun does 6d6MD (max 36, avg 21) to 4000 ft, and weighs (total) 208lb plus 25lb per 300 round belt.
The NG-202 railgun does 1d4x10MD (max 40, avg 25) to 4000 ft, and weighs (total) 298lb plus 35lb per 300 round belt.
That is an 11-19% damage increase for a 43% mass increase... unless you look at the per round damage, which is actually identical. Bigger gun, same damage.
cosmicfish wrote:On the old Triax X-5000 Devastator we are presented with the TX-5001 "super ion cannon" which is at least 20ft long and does 2d4x10MD out to 4000', while the "ion belly gun turret" on the same robot, a ball turret maybe 3ft across, does 1d4x10MD out to 4000'. The apparent difference in volume of the actual weapons appear to be three orders of magnitude apart (approximately) and yet the difference in damage is only twice. The Devastator would be better off just replacing the enormous gun with a quad turret.
Dog_O_War wrote:eliakon wrote:Those though ARE the exceptions though not the rules.
In most cases it doesn't matter what the source of damage is in combat, just that you did X Damage and if the target has More or Less than X DC.
In a few cases (almost always involving magic, super powers, or the supernatural) it may be relevant to determine if you did X damage in the first place by figuring out weapon was used to do the damage.
An exception though is something that shouldn't otherwise happen; in the case of a Glitterboys' armour, it will always cut the damage of lasers in half; an exception to this would be a non-VAFL doing full damage, because it was somehow already the frequency of the armour. That is an exception; a VAFL is an amendment to the rule, making it the new rule. That's why these are not exceptions, but rather the rule.
Dog_O_War wrote:eliakon wrote:Dog_O_War wrote:Nightmask wrote:That man-portable mega-damage hand laser is not going to find tank armor somehow different than the body armor some mook is wearing, the tank armor will suffer full damage from the hand laser just like the body armor would because by the time of Rifts technology has advanced to the point that even hand weapons can damage armored vehicles like tanks or robot vehicles.
Firstly, that's 100% wrong.
That armour "some mook" is wearing? in an equal amount of MDC, the laser has a much harder time burning through it on a per-inch basis, which is quantifiable, measurable, and thus a qualitative property of one armour versus another. This means that per the RAW, even though the damage the weapon deals is the same, the material it strikes at the very least is different in quality. And some weapons will have an easier time than others with certain materials; that's a fact.
Secondly, whether or not hand weapons can damage tanks has never been a point of contention; stop bringing up this non-point/red-herring of a statement. What is in contention is that larger weaponry is not otherwise to-scale and is thus breaking the verisimilitude of the game presented.
I am going to have to agree with Nightmask on that one, its all abstracted into "DC" after a certain point.
You can agree with him, but that does not make either of you correct in this instance.
The crux of his argument is that "MD is always MD". But the thing is that there are plenty of instances where it's not, and on a "this is the rule" basis here. For example, an MD laser does not deal MD on an SDC world, but an SD laser will always deal SD. But even then, an SD silver bullet will deal HP to a vampire on a MDC world. Meanwhile, a silver MD bullet will also deal HP to a vampire on a MDC world.
Why bother mentioning this? Because items and their properties - who or what they affect and how, has always been on a case-by-case basis. If this game were pokemon, most weapons would have the "normal" type, but then at least we'd have a full reference in how they will react all the time. But because of how the rules are laid out, it only appears that in some instances are there exceptions. But the fact of the matter is that there aren't; it's merely perception.
Dog_O_War wrote:cosmicfish wrote:The fact that I can get plasma grenades is only really of importance when I am buying grenades, not when I am comparing energy weapons.
Opinion, not fact.
Nightmask wrote:No contradictions in anything I've said, when one is discussing how things are in general then you don't care about the exceptions because they're exceptions meaning they obviously violate the basic rule that you're discussing.
Nightmask wrote:Dog_O_War wrote:Nightmask wrote:That man-portable mega-damage hand laser is not going to find tank armor somehow different than the body armor some mook is wearing, the tank armor will suffer full damage from the hand laser just like the body armor would because by the time of Rifts technology has advanced to the point that even hand weapons can damage armored vehicles like tanks or robot vehicles.
Firstly, that's 100% wrong.
That armour "some mook" is wearing? in an equal amount of MDC, the laser has a much harder time burning through it on a per-inch basis, which is quantifiable, measurable, and thus a qualitative property of one armour versus another. This means that per the RAW, even though the damage the weapon deals is the same, the material it strikes at the very least is different in quality. And some weapons will have an easier time than others with certain materials; that's a fact.
Secondly, whether or not hand weapons can damage tanks has never been a point of contention; stop bringing up this non-point/red-herring of a statement. What is in contention is that larger weaponry is not otherwise to-scale and is thus breaking the verisimilitude of the game presented.
No, that's 100% right and with how the game is written by the rules, in general, all weapons deal their damage to all armor the same no matter what kind of damaging effect they have nor is bringing up the hand weapons issue a non-point/red herring but points that refute what YOU brought up trying to argue that somehow hand weapons should be unable to harm the large vehicles like tanks
So I'm going to post two definitions here, and you tell me which the GB armours' property falls under, given that this has been the case for it since the dawn of time.Nightmask wrote:No, the rule is that the laser does X amount of damage to whatever it hits, which is why Glitterboy armor is an EXCEPTION because it cuts the damage in half. GB armor is NOT a rule it is an EXCEPTION to the rule.
Dictionary.com wrote:Exception
1. the act of excepting or the fact of being excepted.
2. something excepted; an instance or case not conforming to the general rule.
3. an adverse criticism, especially on a particular point; opposition of opinion; objection; demurral:
Amendment
1. the act of amending or the state of being amended.
2. an alteration of or addition to a motion, bill, constitution, etc.
3. a change made by correction, addition, or deletion:
Nightmask wrote:Dog_O_War wrote:cosmicfish wrote:The fact that I can get plasma grenades is only really of importance when I am buying grenades, not when I am comparing energy weapons.
Opinion, not fact.
No that's a fact, grenades aren't energy weapons they're explosives
1stTimeGM wrote: -----
Now wouldn't the rule about GB armor and lasers be reflected in the second definition of exception, (2. something excepted; an instance or case not conforming to the general rule.) being as it is a case of not conforming to the general rule?
I ask because I have in fact become confused by the various walls of text being thrown around here.