[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4762: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4764: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4765: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4766: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897)
Mobile Frame Hangar • View topic - 2x Green Attachment Special Rules?

2x Green Attachment Special Rules?

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
Forum rules
This is a game - This is fun - All of your posts should reflect this.

Re: 2x Green Attachment Special Rules?

Postby Joshua A.C. Newman » Tue Apr 24, 2012 5:25 pm

Counting white dice. I'm assuming you're really prioritizing shooting at that moment.
User avatar
Joshua A.C. Newman
MFZ:RA Game Designer
 
Posts: 1578
Joined: Wed Mar 28, 2012 12:16 pm

Re: 2x Green Attachment Special Rules?

Postby Axhead » Mon Apr 30, 2012 5:43 pm

I could see that being almost the default situation for the last mech activated during the turn.
Axhead
Grizzled Veteran
 
Posts: 656
Joined: Tue Mar 27, 2012 2:12 pm
Location: Edmonton, AB, Canada

Re: 2x Green Attachment Special Rules?

Postby Joshua A.C. Newman » Mon Apr 30, 2012 8:22 pm

Almost, yeah. Sometimes you gotta move to get where you need to be to shoot, but assuming you don't need your biggest white die to move you into position, yes.
User avatar
Joshua A.C. Newman
MFZ:RA Game Designer
 
Posts: 1578
Joined: Wed Mar 28, 2012 12:16 pm

Re: 2x Green Attachment Special Rules?

Postby Jaynestown » Wed May 09, 2012 5:20 pm

It would be neat if two movement systems allowed you to assign one of your own d6G to the melee target, similar to how you would add someone else's d6Y for a "spot." This would create two major issues. First, fast melee now does more damage, when melee damage is already more dangerous (easier to wound). However, a melee mech with TWO dedicated move systems is much easier to gun down. He's already easier to get into position, but less useful once he gets there. Second, dedicated "non-combat" units like this guy d6Y d6B d6G d6G d8G now have a decent melee attack. CRASH!! In fact, d6W + d6G on average would be stronger than d8Rh . Perhaps the attacker, in a charge, takes a hit himself? I suppose there are a couple of ways you could handle that. Either the hit is as strong as the d6G you used, or it has something to do with the target's current d6B and/or remaining hit points (systems). The latter would make fast melee strong against lighter units and damaged mechs, while armored melee would be better at taking on larger targets. In principle, I like this distinction. In practice, the idea might be too confusing to implement, even though it is similar to the spotting system which is already in place.

It would be an interesting house rule at least.
Jaynestown
Newcomer
 
Posts: 4
Joined: Wed May 09, 2012 2:30 pm

Re: 2x Green Attachment Special Rules?

Postby Ced23Ric » Wed May 09, 2012 5:25 pm

Are you discussing a ?
Image - An Ijad-controlled system, where SU and FC are still fighting.
"The moon will guide you on your path when the sun long has set." - Trinity Of-The-Many.
User avatar
Ced23Ric
Old Guard
 
Posts: 1681
Joined: Thu Apr 12, 2012 3:07 pm
Location: Berlin, Germany

Re: 2x Green Attachment Special Rules?

Postby Joshua A.C. Newman » Wed May 09, 2012 7:26 pm

Btw, you guys are gonna like the ramming option in space battles. It's funny.
User avatar
Joshua A.C. Newman
MFZ:RA Game Designer
 
Posts: 1578
Joined: Wed Mar 28, 2012 12:16 pm

Re: 2x Green Attachment Special Rules?

Postby randolph » Wed May 09, 2012 7:50 pm


Inexorable. Progress.
randolph
Grizzled Veteran
 
Posts: 826
Joined: Fri Apr 20, 2012 2:10 pm

Re: 2x Green Attachment Special Rules?

Postby Jaynestown » Thu May 10, 2012 8:38 am

I wasn't really conceptualizing the movement rule as a true "ramming" action. I was thinking more along the lines of what separates a FAST mech, which is trying to punch/grapple/giant-hammer your direct fire mech, from a slower mech which is trying to do the same thing. The difference is that he is going to try to do it while moving as fast as he can. In the end, this will probably prove more harmful both to me and to himself. The example frame that I posted was essentially a giant jet engine strapped to a comm. system and a couple of armor plates, though. I guess yes, that mech would just be smashing into you (literally).

Another option could be to simply allow double-green frames to dodge, provided they have assigned a movement die this turn (which means they cannot dodge if they do not act before the opponent who is targetting them). Dodging units are always treated as being in cover, even in open terrain, and artillery must reroll all successful hits against them. If a dodging unit is spotted, you are allowed to discard the spotting die, regardless of its face, in order to negate the dodge rule. Roll the spotting die. If the result is 1-3 you have failed and the target is still dodging. If the result is 4-6 you have succeeded in drawing a lock and the target is not considered to be dodging.

This would make fast melee, while on the offensive (not while holding objectives), slightly better at approaching direct fire mechs and significantly better at approaching artillery mechs. Armored melee would be better at fighting fast melee and on defense.
Jaynestown
Newcomer
 
Posts: 4
Joined: Wed May 09, 2012 2:30 pm

Re: 2x Green Attachment Special Rules?

Postby Axhead » Tue May 15, 2012 2:34 pm

Dodging is already handled by Blue Dice, although it would be hard to WYSIWYG... perhaps break an ankle or foot to show you can't dodge any more.
Axhead
Grizzled Veteran
 
Posts: 656
Joined: Tue Mar 27, 2012 2:12 pm
Location: Edmonton, AB, Canada

Re: 2x Green Attachment Special Rules?

Postby majincob » Wed May 16, 2012 10:58 am

How about the second green die lets you split your move so you can move-shoot-move? This way we can do strafing maneuvers. I'm not sure how that messes with the initiative-combat order as I've not been able to actually play yet, but if I had a mech with a jet pack and wings it seems like it could do a strafing run as it flew overhead.
User avatar
majincob
Chatty
 
Posts: 63
Joined: Wed May 09, 2012 12:35 am
Location: Indianapolis, IN USA

Re: 2x Green Attachment Special Rules?

Postby Axhead » Wed May 16, 2012 2:38 pm

Would you imagine using both green dice to move or splitting the results of the highest dice? Joshua said that enhancing movement distance is very dangerous because the stations play such a pivotal role...
Axhead
Grizzled Veteran
 
Posts: 656
Joined: Tue Mar 27, 2012 2:12 pm
Location: Edmonton, AB, Canada

Re: 2x Green Attachment Special Rules?

Postby Mantisking » Wed May 16, 2012 2:39 pm



-- A MFZ blog.
User avatar
Mantisking
Mod Team
 
Posts: 5840
Joined: Sun Mar 25, 2012 11:17 pm
Location: Framingham, MA, U.S.A.

Re: 2x Green Attachment Special Rules?

Postby majincob » Wed May 16, 2012 2:42 pm

User avatar
majincob
Chatty
 
Posts: 63
Joined: Wed May 09, 2012 12:35 am
Location: Indianapolis, IN USA

Re: 2x Green Attachment Special Rules?

Postby warhammer651 » Wed May 16, 2012 3:45 pm

Personally, my buddies and I have taken to allowing someone to use both green dice to move, at the expense of performing any other actions
User avatar
warhammer651
Young Gun
 
Posts: 28
Joined: Sat May 12, 2012 8:20 pm
Location: behind you

Re: 2x Green Attachment Special Rules?

Postby Ramcat » Wed May 16, 2012 3:50 pm

Ramcat
Talkative
 
Posts: 153
Joined: Tue Mar 27, 2012 11:34 am

Re: 2x Green Attachment Special Rules?

Postby Ramcat » Wed May 16, 2012 3:56 pm

Ramcat
Talkative
 
Posts: 153
Joined: Tue Mar 27, 2012 11:34 am

Re: 2x Green Attachment Special Rules?

Postby randolph » Wed May 16, 2012 4:10 pm

What I'm concerned about regarding being able to move-shoot-move is that "combat-initiative clumps" are supposed to be simultaneous - if at any time you were in range during a strafing run to use your Direct Fire weapons on a target, your target should be able to shoot back during that window.

If you patch the move-shoot-move rule so that anything involved in the "initiative clump" of a frame can calculate range for their weapons using its position at any point during its activation, it should be fine.

That said, move-shoot-move in general puts HtH at a serious disadvantage - you might need to buff it further to compensate.

Inexorable. Progress.
randolph
Grizzled Veteran
 
Posts: 826
Joined: Fri Apr 20, 2012 2:10 pm

Re: 2x Green Attachment Special Rules?

Postby warhammer651 » Wed May 16, 2012 4:41 pm

User avatar
warhammer651
Young Gun
 
Posts: 28
Joined: Sat May 12, 2012 8:20 pm
Location: behind you

Re: 2x Green Attachment Special Rules?

Postby Ramcat » Wed May 16, 2012 7:08 pm

Ramcat
Talkative
 
Posts: 153
Joined: Tue Mar 27, 2012 11:34 am

Re: 2x Green Attachment Special Rules?

Postby randolph » Wed May 16, 2012 7:26 pm


Inexorable. Progress.
randolph
Grizzled Veteran
 
Posts: 826
Joined: Fri Apr 20, 2012 2:10 pm

PreviousNext

Return to Fan Created Rules

Who is online

Users browsing this forum: No registered users and 1 guest

cron