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April 21st, 2006, 10:24 AM
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Corporal
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Join Date: Jul 2005
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Re: creating a new, fictional oob
Some thoughts about posleeen.
Grunts - Extermely high morale, very low experience, weapons with extremely low accuracy but uber RoF.
Squad leaders - Extremely High Accuracy, Very High Morale and exp. Tenars (or what their vehicles were called)should be armed with SAMs with very high range and accuracy, and equivalent of US 120 mm cannon (simulting plasma weapons)for ground work. They should have armor of 1 (50.cal snipers were able to destroy them) have superior stabilisation and fcs ratings.
For tenars and posleen flying tanks, you are using helicopters class, right?
Anyway, are you thinking about modelling earth's Mobile Infantry too? I think that each MI trooper should be modelled as independent unit, like light tank or something  . Platoon of MI wold be company type unit in game terms.
And last thing - i don't think posleen normal shotgun would be similar to humans. I'd say it would have much more power.
__________________
"Any sufficiently advanced technology is undistinguishable from magic." - Arthur C. Clarke
"Any technology, no matter how primitive, is magic to those who don't understand it." - Florence Ambrose
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April 24th, 2006, 03:40 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
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Re: creating a new, fictional oob
I don't know anything about the setting you want to model in this OOB, but the "swarm" organization you describe made me think of something that was discussed to figure radar-centralized SAM batteries.
If you want a pack of units centralized around an all-powerful leader, create a large platoon-level formation with eleven "squads" led by one specific unit as you described.
The squads should have maximum manpower, a negative morale modifier and no radio. In this case, they will have to stick around the leading unit to gain command access, and there are great chances that they will rout once the leader is destroyed.
Also, don't forget to put the leading unit in a different unit class, so an IA pick will not mix both types.
About anti-air weapons: are these vehicle-based or not? If yes, you could use a class 4 weapon (AA gun/MG) with a weapon size of 4 or more. These will be the most efficient against both air and ground targets, but IIRC the weapon size will drain more ROF and leave less firing chances per turn. Add a deliriously high accuracy rating and a large positive unit experience modifier, and you should have a deadly enough weapon.
Also, fiddle with the warhead size and HE kill ratings to adjust the damage and animation to your liking.
Lastly, if you want this weapon to be efficient against armour, my take would be to give it a large HE penetration, thus sparing superfluous AP shots. This method tends to work too well for real-life weapons (makes them too efficient against armour), but since we're talking plasma guns...
And if it's an AA-oriented weapon, the large ROF burst fires could even account for the occasional collateral plastering you would get against multiple armored units stacked in the same hex! 
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April 24th, 2006, 05:05 PM
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Private
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Join Date: Apr 2006
Location: Hamburg, Germany
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Re: creating a new, fictional oob
Quote:
MacGalin said:
For tenars and posleen flying tanks, you are using helicopters class, right?
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now i am just working on the tenars, but i'm not sure, if i'll give some units plasma guns and missiles or if i make them an extra unit.
i'll test both variants and will take the one, that works better
Quote:
MacGalin said:
Anyway, are you thinking about modelling earth's Mobile Infantry too? I think that each MI trooper should be modelled as independent unit, like light tank or something . Platoon of MI wold be company type unit in game terms.
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as soon as the posleen-oob works, i'll give earth galtech-modifications, including the MI, but before that i have got to read the book again.
Quote:
MacGalin said:
And last thing - i don't think posleen normal shotgun would be similar to humans. I'd say it would have much more power.
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by know the only modification i have spend the shotguns is a higher range, 4.
Quote:
PlasmaKrab said:
If you want a pack of units centralized around an all-powerful leader, create a large platoon-level formation with eleven "squads" led by one specific unit as you described.
The squads should have maximum manpower, a negative morale modifier and no radio. In this case, they will have to stick around the leading unit to gain command access, and there are great chances that they will rout once the leader is destroyed.
Also, don't forget to put the leading unit in a different unit class, so an IA pick will not mix both types.
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that sounds great!
Quote:
PlasmaKrab said:
About anti-air weapons: are these vehicle-based or not? If yes, you could use a class 4 weapon (AA gun/MG) with a weapon size of 4 or more. These will be the most efficient against both air and ground targets, but IIRC the weapon size will drain more ROF and leave less firing chances per turn. Add a deliriously high accuracy rating and a large positive unit experience modifier, and you should have a deadly enough weapon.
Also, fiddle with the warhead size and HE kill ratings to adjust the damage and animation to your liking.
Lastly, if you want this weapon to be efficient against armour, my take would be to give it a large HE penetration, thus sparing superfluous AP shots. This method tends to work too well for real-life weapons (makes them too efficient against armour), but since we're talking plasma guns...
And if it's an AA-oriented weapon, the large ROF burst fires could even account for the occasional collateral plastering you would get against multiple armored units stacked in the same hex!
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that sounds great, too! do you maybe know i way, to model the plasma guns in a way, that their efficiency gets smaller with higher range to simulate the volatility (right word??) of plasma
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April 25th, 2006, 03:14 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
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Re: creating a new, fictional oob
Quote:
do you maybe know i way, to model the plasma guns in a way, that their efficiency gets smaller with higher range to simulate the volatility (right word??) of plasma
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The only way I know of that would allow to figure that effect would be by using the AP ammo type only. AFAIK only both AP and Sabot rounds will lose penetration over distance, while HE and HEAT are supposed to have some immoveable warhead in addition to mere kinetic energy.
That would be what forces your weapon to lose efficiency with greater range. The only drawback is that you can't use it against soft targets, including aircrafts.
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