MSGS: Chain-Linked Destinies Design Critique
Posted: Tue Aug 12, 2014 7:50 pm
Greetings fellow Wise Turtle forum members, it's been a while since I ever posted, well, anything on here and especially in relation to OVA 2e (which, I got the Kickstarter PDF) and I figured that to exercise and increase my understanding of the character creation process of at least abilities then I should try to convert my BESM 3e designs for my "still in preproduction phase" into OVA 2e and then show what I got to the world or at least the forum what I got and see if there's any corrections or suggestions on them to refine my understanding.
Though, before I begin, I'd like to note that I have a particular combat system in mind when I designed these weapons and giant robots. One being that certain actions of the mecha cost energy, in this game engine being Endurance, to represent waste thermal energy that has been mentioned in the side materials of Gundam but rarely (if ever) mentioned in animation. The other being that, like contemporary armored vehicles, mobile suits, mobile armor, and spacecraft focus their armor densities towards the front of the vehicle with little armor towards the sides and barely any, if at all, towards the rear. This, in theory, encourages players into tactical maneuvering and thinking to get to the more vulnerable rear for the killing blow while being mindful of the amount of energy left that could be utilized to give a sense of urgency, drama, and suspense.
That and the amount of ammo one could carry upon a giant robot being finite, but I think that's a given personally.
Anyway, I figured that before I solidify the base design of mobile suits in my campaign setting under OVA 2e rules, I should first work on the weapons proper to get a feel of the baseline. After a few mental trials and corrections, I came up with a rough Damage Multiplier system:
Anyway, with the above in mind, I proceeded to create weapon profiles for mobile suits, first being the iconic melee weapons.
Anyway, here is where I have a bit of a roadblock.
And speaking of inquiries, I assume that using the Perceptive Ability would be ideal to simulate extrasensory detection such as radar and infrared?
Oh, and before I forget. Thanks for any aid rendered.
Though, before I begin, I'd like to note that I have a particular combat system in mind when I designed these weapons and giant robots. One being that certain actions of the mecha cost energy, in this game engine being Endurance, to represent waste thermal energy that has been mentioned in the side materials of Gundam but rarely (if ever) mentioned in animation. The other being that, like contemporary armored vehicles, mobile suits, mobile armor, and spacecraft focus their armor densities towards the front of the vehicle with little armor towards the sides and barely any, if at all, towards the rear. This, in theory, encourages players into tactical maneuvering and thinking to get to the more vulnerable rear for the killing blow while being mindful of the amount of energy left that could be utilized to give a sense of urgency, drama, and suspense.
That and the amount of ammo one could carry upon a giant robot being finite, but I think that's a given personally.
Anyway, I figured that before I solidify the base design of mobile suits in my campaign setting under OVA 2e rules, I should first work on the weapons proper to get a feel of the baseline. After a few mental trials and corrections, I came up with a rough Damage Multiplier system:
- DX 1 - Knife/Daggers, CIWS, Vulcans
- DX 2 - Tomahawks, Machineguns
- DX 3 - Heat Hawks, Submachine Cannons
- DX 4 - High Density Swords, Shotcannon Shells, Assault Cannons
- DX 5 - Heat Sabers, Heat Swords, Battle Cannons, Sniper Cannons
- DX 6 - Bazooka, Beam Assault Cannons
- DX 7 - Beam Battle Cannons, Beam Sniper Cannons
- DX 8 - Beam Sabers, Grenades
Anyway, with the above in mind, I proceeded to create weapon profiles for mobile suits, first being the iconic melee weapons.
Type 5 Heat Hawk (2)
The primary melee weapon for Zeon mobile suits, it utilizes thermal energy produced from the onboard fusion reactor to produce an edge that can cut through most materials.
- DX[END] - Attack
- 4[5] - “Thermal Blade Edge” (Armor Piercing; Effective x2. Ammunition, 10x Rounds/Actions; Weapon)
Vibro Hawk (2)
The primary melee weapon for SRA mobile suits, it utilizes blades that vibrate at very high frequencies in order to cut through many types of armor.
- DX[END] - Attack
- 3[0] - “High Frequency Blade Edge” (Armor Piercing; Effective. Ammunition, 10x Rounds/Actions; Weapon)
Type 2 Heat Saber (4)
An optional melee weapon system for Zeon mobile suits, it utilizes thermal energy produced from the onboard fusion reactor to produce an edge that can cut through most materials.
- DX[END] - Attack
- 5[5] - “Thermal Blade Edge” (Armor Piercing x2; Effective. Ammunition, 8x Rounds/Actions; Weapon)
Maser Vibration Saber (4)
An optional melee weapon system typically reserved for elite pilots of the SRA, it produces a high vibration upon its cutting edge through the use of a maser catalyst.
- DX[END] - Attack
- 6[5] - “Maser Vibration Blade Edge” (Armor Piercing; Effective x2. Ammunition, 10x Rounds/Actions; Weapon)
Type-βIV Heat Sword (4)
An optional melee weapon system typically reserved for elite pilots of the Principality of Zeon, it utilizes thermal energy produced from the onboard fusion reactor to produce an edge that can cut through most materials.
- DX[END] - Attack
- 6[5] - “Thermal Blade Edge” (Armor Piercing x2; Effective x2. Ammunition, 8x Rounds/Actions; Weapon)
MA-M3 High Density Sword(4)
The standard melee weapon for ZAFT mobile suits, it utilizes high density materials to increase the mass behind the sword blade and by extension its inertia to allow it to smash through armor.
- DX[END] - Attack
- 4[0] - “High Density Blade Edge” (Armor Piercing. Weapon)
So far, these profiles work, though I'm not sure if the Weapon Flaw is appropriate or not, but I'll leave it up to the more experienced members of the forum to decide.Beam Saber Rack (7)
An optional melee weapon system for UESFN mobile suit, it is often added as pairs though it is not unheard of for a Beam Saber rack to only have a single Beam Saber.
- DX[END] - Attack
- 8[5] - “Beam Saber” (Armor Piercing x3; Effective. Ammunition x2, 5x Rounds/Actions; Weapon)
Anyway, here is where I have a bit of a roadblock.
As one can see, the first two faction entries are rather short and simple. The third one, ZAFT, is rather long with numerous attacks just to simulate the ability for the onboard pilot to select the amount of propellant needed to project a round down range for a variety of velocities. I'm not sure if there is a way for OVA 2e to simulate this at a low enough cost without falling into house rules so I'll leave this particular inquiry for those more experienced then I.FAITH 75mm Sub-Machine Cannon
FAITH standardized weapon type for mobile suits of the Settlement Freedom League; it is a dual feed autocannon that fires two different rounds depending upon need. However, the operation differs between SRL member nations. For Zeon, they have opted for Electrochemical-Thermal ignition of their rounds. ZAFT holds a preference over Liquid-Propellant ignition technology which allows the onboard coordinator to adjust the amount of propellant utilized to alter the range and stopping power to a target. The SRA utilize solid propellant and electrical primer technology for their autocannons.
FACTION (6) - Free Republic of Noa, Space Revolutionary ArmyFACTION (8) - Principality of Zeon
- DX[END] - Attack
- 3[0] - Attack “75mm Penetration” (Overwhelming; Ranged. Ammunition; Inaccurate x2; Weapon)
- 3[0] - Attack “75mm High Explosive” (Overwhelming; Ranged. Ammunition; Inaccurate x2; Low Penetration; Weapon)
FACTION (18) - People’s Liberation Acting Nation of Technology, Zarn Alliance of Freedom Treaty
- DX[END] - Attack
- 4[0] - Attack “75mm Penetration” (Armor Piercing; Overwhelming; Ranged. Ammunition; Inaccurate; Weapon)
- 4[0] - Attack “75mm High Explosive” (Overwhelming; Ranged. Ammunition; Inaccurate; Weapon)
- DX[END] - Attack
- 4[0] - Attack “75mm Penetration, Boosted Liquid-Propellant Velocity” (Impairing; Overwhelming; Ranged. Activation; Ammunition x2; Inaccurate; Requirement x2 – Selective Devicer, Coordinator or Extended; Weapon)
- 4[0] - Attack “75mm High Explosive, Boosted Liquid-Propellant Velocity” (Impairing; Overwhelming; Ranged. Activation; Ammunition x2; Inaccurate; Low Penetration; Requirement x2 – Selective Devicer, Coordinator or Extended; Weapon)
- 3[0] - Attack “75mm Penetration, Standard Liquid-Propellant Velocity” (Overwhelming; Ranged. Ammunition; Inaccurate x2; Weapon)
- 3[0] - Attack “75mm High Explosive, Standard Liquid-Propellant Velocity” (Overwhelming; Ranged. Ammunition; Inaccurate x2; Low Penetration; Weapon)
- 2[0] - Attack “75mm Penetration, Subsonic Liquid-Propellant Velocity” (Overwhelming; Ranged. Activation; Ammunition; Delayed; Inaccurate x3; Low Penetration; Requirement x2 – Selective Devicer, Coordinator or Extended; Weapon)
- 2[0] - Attack “75mm High Explosive, Subsonic Liquid-Propellant Velocity” (Overwhelming; Ranged. Activation; Ammunition; Delayed; Inaccurate x2; Low Penetration x2; Requirement x2 – Selective Devicer, Coordinator or Extended; Weapon)
And speaking of inquiries, I assume that using the Perceptive Ability would be ideal to simulate extrasensory detection such as radar and infrared?
Oh, and before I forget. Thanks for any aid rendered.