Revised Durability and Critical Attacks
Jul 18, 2018 3:33:56 GMT
Post by Admin on Jul 18, 2018 3:33:56 GMT
Normally, most of us aim for the torso seeking a quick kill. The times when we focus the limbs or head we are often punished for it as the enemy or our opponent may not respond in kind and thus we "waste" an attack. Especially when the RNG is as fickle as it is. Rather than continue trying to encourage attacking other parts of the mobile suit, I'm going to slim down the durability system so that it is no longer an issue.
I shall use this modified Leo as an example of my approach. First, I removed all of the limb and head durability. I halved the original durability total and applied it as a basic "HP/DP total" for simple terms. While this does reduce the amount of damage a mobile suit could potentially suffer, unless the limbs are targeted only the torso durability ended up mattering. This will buff up the total durability of the machine while also removing the potential punishment of not aiming for the torso/cockpit. This solves the problem of head based cockpits, so bonus points. This also removes the occasional complication where a pilot keeps redirecting attacks to various limbs in an attempt to draw out a fight, as all the durability will be focused into a single total.
Shields will remain unchanged in both function and durability. I see no need to change how shields function nor how much damage they can take, as they are fine in their present form.
Now comes the fun part.
Critical Attacks
Critical attacks will require no confirmation, but if an attack deals 1/5 of the maximum durability in a single blow, the attack can destroy part of the mobile suit. We will round up as needed for the minimum "critical damage". The Leo below has a maximum durability of 750. 1/5 of that is 150. If an attack deals 150 damage or more against the Leo, it destroys either a limb or the head. I plan to have this decided either by RNG (roll of 1-5 to see what bites it) or by allowing the attacker to decide. I'm leaning more towards the former. Few weapons actually do this much damage even with a critical, so the most likely source of these kind of attacks will come from the heavier/larger weaponry, higher tier weapons vs lower tier machines, or beam weapons.
Note: Multi fire weapons will add up damage with each hit, as it is treated as a single attack that hits multiple times (This may impact Redirection vs rapid fire weapons). So if a machine gun's total damage were to meet the minimum for critical damage, it would destroy a limb or the head just like any other weapon.
Crippling Blow/Called Shot
A Crippling Blow or "Called Shot" is an attack made specifically to destroy part of the enemy machine in an attempt to cripple its offensive or defensive power, rather than attempting to destroy the machine outright. A crippling maneuver. A Focused Attack suffers a -2 penalty to accuracy as a result of targeting a smaller area, but the threshold for Crippling Damage is reduced to 1/6 instead of 1/5. For this Leo, that would make it a requirement of at least 125 damage instead of 150. If the minimum threshold for crippling is met, the target of the attack is destroyed. Only the head or limbs can be the target of this type of attack.
Has a cool down period of 2 turns. Cool down of 1 turn if the last attempt missed.
OZ-06MS Leo
Tier: 3
Armor Class: Medium
Weight Capacity: 30
Terrain: Ground
Price: 3,000 Credits
Aim: 0
Speed: 0
Mobility: 0
Evasion Rating: 10
Range Bonus: 30
Melee Bonus: 30
Durability
Equipment Space
I shall use this modified Leo as an example of my approach. First, I removed all of the limb and head durability. I halved the original durability total and applied it as a basic "HP/DP total" for simple terms. While this does reduce the amount of damage a mobile suit could potentially suffer, unless the limbs are targeted only the torso durability ended up mattering. This will buff up the total durability of the machine while also removing the potential punishment of not aiming for the torso/cockpit. This solves the problem of head based cockpits, so bonus points. This also removes the occasional complication where a pilot keeps redirecting attacks to various limbs in an attempt to draw out a fight, as all the durability will be focused into a single total.
Shields will remain unchanged in both function and durability. I see no need to change how shields function nor how much damage they can take, as they are fine in their present form.
Now comes the fun part.
Critical Attacks
Critical attacks will require no confirmation, but if an attack deals 1/5 of the maximum durability in a single blow, the attack can destroy part of the mobile suit. We will round up as needed for the minimum "critical damage". The Leo below has a maximum durability of 750. 1/5 of that is 150. If an attack deals 150 damage or more against the Leo, it destroys either a limb or the head. I plan to have this decided either by RNG (roll of 1-5 to see what bites it) or by allowing the attacker to decide. I'm leaning more towards the former. Few weapons actually do this much damage even with a critical, so the most likely source of these kind of attacks will come from the heavier/larger weaponry, higher tier weapons vs lower tier machines, or beam weapons.
Note: Multi fire weapons will add up damage with each hit, as it is treated as a single attack that hits multiple times (This may impact Redirection vs rapid fire weapons). So if a machine gun's total damage were to meet the minimum for critical damage, it would destroy a limb or the head just like any other weapon.
Crippling Blow/Called Shot
A Crippling Blow or "Called Shot" is an attack made specifically to destroy part of the enemy machine in an attempt to cripple its offensive or defensive power, rather than attempting to destroy the machine outright. A crippling maneuver. A Focused Attack suffers a -2 penalty to accuracy as a result of targeting a smaller area, but the threshold for Crippling Damage is reduced to 1/6 instead of 1/5. For this Leo, that would make it a requirement of at least 125 damage instead of 150. If the minimum threshold for crippling is met, the target of the attack is destroyed. Only the head or limbs can be the target of this type of attack.
Has a cool down period of 2 turns. Cool down of 1 turn if the last attempt missed.
OZ-06MS Leo
Tier: 3
Armor Class: Medium
Weight Capacity: 30
Terrain: Ground
Price: 3,000 Credits
Aim: 0
Speed: 0
Mobility: 0
Evasion Rating: 10
Range Bonus: 30
Melee Bonus: 30
Durability
- Mobile Suit: 750/750 (Remaining/Max durability)
- Shield 1: X/X
- Shield 2: X/X
- External Equipment: X/X
Equipment Space
- Melee x1
- Gun x1
- Artillery x1