taatuu25
Exemplar
I'm back. (for now)
Posts: 398
|
Post by taatuu25 on Oct 8, 2011 10:02:50 GMT -5
So i thought that in battle if you couldnt end it guicly enough,some enemy reinforcements would arrive.
Would be Good making a reason to not fight too slowly. And maybe the enemy reinforcements could arrive faster/slower depending on the zone.
And also they should have more waves of reinforcements coming again and again and eventually the reinforcemnts would become so heavy that you had no change to win anymore.
EDIT:so i accidently double posted this thread because i thought that it didnt work because my phones sucky internet connection died during loading it and when it come back it was still at 'make new thread'....
Also i dont want to think it as survival mode but a challenging new feature to CK.
|
|
|
Post by Cory Trese on Oct 8, 2011 11:38:38 GMT -5
That is very ShadowRun =)
The GM Screen says Brave Star receives reinforcements ever *3 combat rounds* so like every 15 seconds =)
|
|
taatuu25
Exemplar
I'm back. (for now)
Posts: 398
|
Post by taatuu25 on Oct 9, 2011 3:28:52 GMT -5
Wait... "GM"=What? But i think that the time between reunforcements should increase to more than 3 turns because probably new squads are longer away.
EDIT:edited main post and edited this post :-). And its unrealistic getting reinforcements so fast because the soldiers cant grab their radio fast enough and if they heard it from gunshots then they should be so close that they would come in less than 3 rounds... (depending on how fast thy run) but,you can balance them how you want (but you need to really BALANCE them of course) so i cant change that.. Or so you think.... *evil laugh*
|
|
spike
Exemplar
Posts: 360
|
Post by spike on Oct 9, 2011 6:07:04 GMT -5
I think this is a good feature suggestion to balance off the strategy of fighting really slowly and defensively. I don't think it's that UNrealistic for extra guards to start arriving after 3 combat turns. After all they could be responding to the original contact, but just were further away than the first set of guards. And they may be emerging from buildings in the current block, not necessarily coming in from adjacent blocks.
I guess it's important not to totally invalidate characters who have a defensive style of fighting though. For example snipers and melee characters may need longer time to finish off enemies than gunslinger type characters.
edit: UNrealistic. Oops! And reordered some lines.
|
|
|
Post by Cory Trese on Oct 9, 2011 11:51:58 GMT -5
GM = Game Master. They're the storyteller / referee in pen and paper ShadowRun, which is what CyberKnights is in many ways inspired by. The ShadowRun GM screen suggests that backup security forces should arrive every 3 rounds. It was a common point of contention with our gaming group -- everyone disagreed with me that it was fair. spike -- I like what you are saying about popping out of buildings. We could even use the building security values to assign certain backup metrics to the various doors. That way the player will be more drawn into the game's map -- am I fighting in the shadow of the New Boston Detention Center? If so, lots of guards will come out every round.
|
|
|
Post by LordofSyn on Oct 9, 2011 16:44:59 GMT -5
GM = Game Master. They're the storyteller / referee in pen and paper ShadowRun, which is what CyberKnights is in many ways inspired by. The ShadowRun GM screen suggests that backup security forces should arrive every 3 rounds. It was a common point of contention with our gaming group -- everyone disagreed with me that it was fair. spike -- I like what you are saying about popping out of buildings. We could even use the building security values to assign certain backup metrics to the various doors. That way the player will be more drawn into the game's map -- am I fighting in the shadow of the New Boston Detention Center? If so, lots of guards will come out every round. Having Run more than my fair share of Shadowrun games (or playing in them too) and I can totally attest to the 3 round rule. I thought it was 100% fair. as anyone who has also played CP2020 can tell you, with FNFF combat mechanics 3 rounds gets even worse. Friday Night Fire Fight was one of the best combat systems PNP gaming ever had...but it was also very real and gory. I once ported it over to SR. things got even nastier still. I modified it further to envelope the W.O.D. system from White-Wolf. 3 rounds is proper. I can't wait to have my own team, so its not just me taking 8, then 5, then 7 more in 3 waves. here is hoping that the experience rewarded from waves is appropriate!
|
|