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Post by CowboyJohnny on Jan 7, 2005 13:23:52 GMT -5
The ki-ai counter increase, barrier bonus from tension, and charge addition for new bunshin should all be changed so that they're only activated by enemy attacks, because it's fairly easy to spam weak attacks at an ally for very disproportionate benefit.
One might argue that the tension bonus from dodge could be changed too; that would probably also be valid, but at 5 PCs per dodge it's not as much of an issue.
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Post by WesleyGibson on Jan 7, 2005 14:56:16 GMT -5
Tension could actually be an issue with a decent barrier and some allied (X) spam. Sure you might have to block but you get some major boosts in power.
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Post by Umbaglo on Jan 7, 2005 15:00:18 GMT -5
But by doing that, that's an attack you're not shooting at the enemy, and resources that both of you are wasting.
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Post by WesleyGibson on Jan 7, 2005 15:16:23 GMT -5
Perhaps but there are a lot of situations where I would consider using it.
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Post by CowboyJohnny on Jan 7, 2005 16:50:53 GMT -5
It doesn't have to be much waste. If everyone on a team diverts one point of damage from an (S) to shoot at each SR pilot they have, that's essentially a free ki-ai counter for each SR pilot for each shot. Doing the same for an EH is a tension point for the cost of the barrier, which can be worthwhile even when the cost of the barrier matters.
For bunshin the problem is slightly different. Suppose I have an enemy with, say, just single-shot weapons, and I have bunshin (2/4) and a few summons. Assuming my opponent attacks me each turn, I attack myself with a summon each turn, using something weak. If my opponent doesn't use Direct Attack, he won't be able to hit me without killing all my summons first; that for the cost of 1 EN/turn, maybe. This is the general sort of thing new bunshin was meant to stop!
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Post by Aslan Cross on Jan 7, 2005 19:39:36 GMT -5
I didn't realize this much before. Wesley's right about the Summon loophole. Any more changes in mind?
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Post by Kyoryushin on Jan 8, 2005 8:34:50 GMT -5
Just make it that Summons cant attack their Summoner, thats like bitting the hand that feeds you man XD
As for your allies shooting at you, you can have that as a rule too, in a Team battle no Allies can attack an Ally. Simple aint it
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Post by Tavish on Jan 8, 2005 18:39:33 GMT -5
It'd be simpler to just disable Bunshin from ally attacks. Possibly Tension as well. Kiai, is... eh. I don't know about that.
Making it so that you can't attack allies is kind of silly. That'd basically be saying you either A) can't use an I MAP when it could hit an ally or B) all I MAPs just hit enemies. Therefore being essentially D. Whee.
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Post by WesleyGibson on Jan 8, 2005 20:52:36 GMT -5
Well in the SRW games aside from map weapons you can't attack allies. Is there a problem with making a rule against it?
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Post by Umbaglo on Jan 8, 2005 21:04:07 GMT -5
Because, as is stated quite a few times, the SC does not confine itself entirely to SRW. And really, can't in some instances.
Is there any godly involvement that stops friendly fire in real life? While a lot of people certainly would wish there to be, that just doesn't happen. There's times in real life (and in the shows we base a lot of our stuff on, and heck even a few game events) where you can't avoid, or just need to give an ally a good whalloping.
There's just no logical backing for such a rule.
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Post by Kyoryushin on Jan 9, 2005 7:43:09 GMT -5
There is, were still basing this on the system of SRW, and until i see a SRw that you can ACTUALLY attack your ally, i dont see why we cant have a rule like this. I mean this would be the simplest of all solution, you just prohibit allies from shooting each other and thats that, Map would be the only exception since it is Indiscriminate.
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Post by WesleyGibson on Jan 9, 2005 16:28:55 GMT -5
Because, as is stated quite a few times, the SC does not confine itself entirely to SRW. And really, can't in some instances. Is there any godly involvement that stops friendly fire in real life? While a lot of people certainly would wish there to be, that just doesn't happen. There's times in real life (and in the shows we base a lot of our stuff on, and heck even a few game events) where you can't avoid, or just need to give an ally a good whalloping. There's just no logical backing for such a rule. If situations we run into where one experiences friendly fire weren't both controlled, and specifically designed to exploit a loophole in the game, it wouldn't be a big deal. If you want to go with real life lets go with real life. Why don't we just try one. Example of why we shouldn't have friendly fire: Hi-Mega Cannon- A collosal energy weapon that can sweep a huge area with the doom. In the SC though, if you were to fire it and invoke friendly fire you'd either be using the exact amount you needed to activate an allies HP activated ability, or ping them with 1 damage for their ki ai. So, how is this anything like a real life situation? In my world if you get caught up in a blast like that, you don't leave the fight with a chip in your paint, or damaged but very pleased. You can't do it in the game, it's only used to gain cheap power boosts unfairly, and it's nothing like actual friendly fire. The only weapon we DO have that mimics actual friendly fire, indescriminate maps, is not only the best way of mimicing real friendly fire since there's no way to pull your punches, but was the only method of firing on allies in any SRW game ever. There's no logic behind restricting attacking allies? Somehow that doesn't sound right.
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Post by Umbaglo on Jan 9, 2005 16:48:05 GMT -5
There's also other ways to handle it, like abstracting (S) spread. Each person you spread to can only get a multiple of X% allocated as a minimum, or the damage is evenly divided between targets. That seems like a much more logical way of handling things then just saying it can't be done at all.
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Post by Aslan Cross on Jan 9, 2005 18:34:03 GMT -5
I think we should just go with the simplest solution, which is adding a stipulation to the abilities in question that an ally's attack won't add anything. Let's keep it simple.
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