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Post by grävling on Feb 17, 2012 8:51:12 GMT -5
As far as I can tell, the fighting algorithm goes <do actions, subtract point cost> until the AP total is 2 or fewer at which point go to the next round. But you can punch (without using a taser glove) for only 2 AP. Which means I might want to spend my last 3 AP as step 1 square, putting me adjacent to an enemy and then pound him. WHy doesn't this work, if I am equipped to deliver a 2ap attack?
Also, while requestng things, it would be nice if the first time I used my cyberclaws, they took 4, or even 5 ap, but after that, unless I shut them hut them down to shoot a rifle, they cost only 2 as my plain fists do. Maybe only on the expensive models of retractable blades.
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Post by fallen on Feb 17, 2012 10:44:06 GMT -5
grävling - the rules are that if you have less than 3 AP, your turn is over. It is up to you to coordinate to insure that you use your AP for the best possible actions.
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Post by grävling on Feb 17, 2012 12:03:08 GMT -5
yes, I am suggesting a change to that rule.
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Post by absimiliard on Feb 17, 2012 14:47:24 GMT -5
What do you see as the advantages of changing it Gravling?
I ask mostly because I'm pretty sure there's a reason for the floor being 3AP, but I'll admit that I don't know what it is. But if there isn't a concrete reason for a floor at 3AP then I don't see any reason not to lower it.
That said, if you think a floor at 2AP is better than a floor at 3AP why shouldn't we ask Cory and Fallen to lower it to 0AP instead? Every argument I can think of in favor of 2AP I can make equally strongly in favor of 0AP for the floor. (after all, I'd like to be able to move that extra space if I have 1AP)
On cyber-claws I think I'm with you. The AP cost seems high compared to other melee weapons. But I'd rather just see the cost go down entirely, I don't think it needs to be conditioned on whether or not they're "out". (mostly because I just can't think that Wolverine going *snikt* is any amount of time compared to how long it takes him to land the blow) Besides, if my hand is empty I know I'd never retract my claws, assuming that I (personally) had such an awesome thing as cybernetic claw-implants.
So I'd think that if your claws are out you should be able to claw with them at a lower AP cost. And if they're not out, say you are holding stuff in both hands, the AP cost of going to your inventory (which is all your remaining AP for the turn) and unequpping some hand-held thing probably also covers popping your claws out....
Just my $.02 though. Rules are rules, I can play with them either way. (though having a non-zero floor for AP doesn't make a lot of sense to me I can live with it)
-abs
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Post by grävling on Feb 17, 2012 16:02:05 GMT -5
I'd be happy with a 0 floor, too. I just find it odd that I can stand beside an enemy, need 2AP to hit him with my fists, have 2AP, and still cannot hit him.
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Post by Cory Trese on Feb 19, 2012 13:39:21 GMT -5
I use claws all the time with my characters and put a LOT of energy in to the balancing of it.
Personally, I'm happy / think they are slightly too good.
Regarding a 2AP solution -- YES, I agree and have agreed since the beginning.
Right now the movement system doesn't support a 2/3 move break and therefore turns must end with 2 AP because movement would become defective if it did not.
There is a long list of bugs that must be fixed in succession before the 3/2AP turn split end rule can be removed. Once those bugs are gone then the turn system will allow 'half actions' at the end of the turn like a short move or a low AP attack.
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Post by Dice on Feb 28, 2012 23:00:05 GMT -5
Thanks for clearing that up. Now I can stop throwing my phone down when I have the AP to top off and it just jumps to the next guy. Loving it.
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Post by fallen on Mar 1, 2012 0:05:07 GMT -5
Dice - glad that the rule explanation helps reduce frustration!
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Post by Cory Trese on Mar 1, 2012 2:40:31 GMT -5
also, the monsters have really bad AP management disadvantage to compensate for this
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Post by james123 on Mar 1, 2012 2:47:00 GMT -5
And that's the best part...
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Post by LordofSyn on Mar 1, 2012 8:12:24 GMT -5
Before Gräv told me bout dropping Almost everything with Stunnas, I was using my "Logans" on Everything.
Slice n dice
5 HP/hit...and I can take out multiple enemies in a turn if they are positioned right (oops. that is my Hacker , not my cybersword)
yes I said hacker
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Post by lodfan on Mar 19, 2012 5:21:23 GMT -5
Someone should write a guide on how to play a good cybersword.
I'm a horrible cybersword.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Mar 19, 2012 5:30:10 GMT -5
You mean your cybersword has very high Intimidate skill?
There's not much moral choices here, so I guess being a horrible guy or good guy is not that much an issue.
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Post by fallen on Mar 19, 2012 9:13:48 GMT -5
lodfan - a couple of quick points -- train your Strength, Athletics and Brawling. Get a good weapon--specifically a punching weapon that has multiple speed and deals stun damage (this prevents massive Heat build up). Hire some Runners who carry guns. Know when to run away--a CyberSword can more easily be overwhelmed because you have to go into the thick of it. Buy some awesome armor.
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