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Modern Tech incorporating into Rifts?
Posted: Tue Aug 24, 2021 10:21 pm
by Cyberjock1
How does one go about incorporating modern technology into the game? And how would you ultimately determine what damage these new technologies have vs. the existing in game items?
Re: Modern Tech incorporating into Rifts?
Posted: Fri Aug 27, 2021 9:21 pm
by taalismn
Give some examples?
You mean like laser-guided shells, folding display screens, and handheld e-tablets?
A lot of modern day and just-around-the-bend domestic technologies were lost during the Rifts and likely to remain lost without the infrastructure to support them. And most are inconsequential to the rugged life of the wilderness adventurer or apocalypse page monster hunter.
Re: Modern Tech incorporating into Rifts?
Posted: Fri Aug 27, 2021 11:44 pm
by Killer Cyborg
Cyberjock1 wrote:How does one go about incorporating modern technology into the game? And how would you ultimately determine what damage these new technologies have vs. the existing in game items?
I'd need more info here.
What do you have in mind?
Re: Modern Tech incorporating into Rifts?
Posted: Sat Aug 28, 2021 12:35 am
by Cyberjock1
Killer Cyborg wrote:Cyberjock1 wrote:How does one go about incorporating modern technology into the game? And how would you ultimately determine what damage these new technologies have vs. the existing in game items?
I'd need more info here.
What do you have in mind?
I was thinking of say current real life technology. If say I wanted to put a stinger middle into my game or some of these very long range sniper rifles of today. How would one go about putting them into rifts with comparison to the existing stuff. The other point to the sniper rifles of today can reach out ….think the record is 2 miles….is there a way to factor something like that in??
Thanks for the replies, very much appreciated.
Re: Modern Tech incorporating into Rifts?
Posted: Sat Aug 28, 2021 7:51 pm
by Warshield73
Cyberjock1 wrote:Killer Cyborg wrote:Cyberjock1 wrote:How does one go about incorporating modern technology into the game? And how would you ultimately determine what damage these new technologies have vs. the existing in game items?
I'd need more info here.
What do you have in mind?
I was thinking of say current real life technology. If say I wanted to put a stinger middle into my game or some of these very long range sniper rifles of today. How would one go about putting them into rifts with comparison to the existing stuff. The other point to the sniper rifles of today can reach out ….think the record is 2 miles….is there a way to factor something like that in??
Thanks for the replies, very much appreciated.
Most of the limits on weapons and combat tech seem to be from a game balance place rather than an idea of the limits of in game technology.
Incorporating long range sniper like rifles just requires using range penalties and determining damage and payload. The big problem with such weapons, and the reason I say they are uncommon in Rifts and Phase World, is that the MDC of armor (plus force fields, magic and psionics) makes the odds of one shot one kill unlikely, on both personnel and material.
If a sniper hits the engine of a jet fighter with a Barret or other 50 cal sniper rifle that jet is not going to fly. In Rifts that rifle would have to do similar damage to a medium missile to have a similar effect in one shot.
Re: Modern Tech incorporating into Rifts?
Posted: Sat Aug 28, 2021 7:56 pm
by taalismn
Cyberjock1 wrote:[
I was thinking of say current real life technology. If say I wanted to put a stinger middle into my game or some of these very long range sniper rifles of today. How would one go about putting them into rifts with comparison to the existing stuff. The other point to the sniper rifles of today can reach out ….think the record is 2 miles….is there a way to factor something like that in??
Thanks for the replies, very much appreciated.
I actually use modern references for ranges when statting up 'repli-guns' for Rifts...It's more fun and an easy way to create 'Golden Age' weaponry.
For things like the Barrett or other sniper rifles...use the SDC damage for the equivalent caliber weapon as listed in various Palladium books, but use the real world range stats.
If you really want to distinguish the higher-velocity weapons, maybe add a +1 or +2 to damage at ranges less than 4,000 or 2,000 ft or so.
Of course, you can also chamber stuff like the Wellington exploding or ramjet ammos for MD damage profiles.