From: | IAN <JHURLEY1@******.BITNET> |
---|---|
Subject: | Re: Reaction |
Date: | Mon, 27 Sep 1993 12:17:54 -0400 |
Unfortunately, all my work on the mods was lost in a Bizzare Stacker Failure(tm)
What I did was take the table for movement and fire ratio's in the DMZ game,
and set up a reference table. IE, if your initaitve total was within a certain
range, you got a certain move and fire ratio.
-=- for those not familiar with DMZ, I now take a short pause to explain -=-
Characters have a certain amount of movement points (if they are unwounded, it
is 12) to expend performing actions. Most actions have a fixed cost. (firing
a gun costs 3, as does casting a spell). Movement, however, has a sliding cost,
based on your move ratio. It costs a number of MP equal to your move ratio to
move 2 meters. Your fire ratio determines how many MP have to be expended in
your reaction arc before you may enaged the expender with opportunity fire.
-=- now back to the regula post, already in progress -=-
I modified the cost for certain actions slightly, and the table was set up in
such a way that you could only hit the high end with wired-3 on a good roll.
Also, during movement, I went down the list of initiative in order, and on your
initiative, you declared move or countermove. If you moved, you got to have
your movement right then, and then went back to reacting. Once all the people
who had declared move had done so, the countermove people executed their own
movement phases, in REVERSE initiative order. This way, the faster characters c
an eith
can either move very quickly, or use their faster reaction time to REACT to
what the slower characters are doing. The disadvantage to countermoving is
that since the other people have gone first, they may be in a position do deny
you the area to which you wanted to move.
Questions, comments, criticisms?? Flames, even?