Players guide

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Nick
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Players guide

Post by Nick » Mon Oct 19, 2009 11:49 am

I have uploaded the very first rough draft of the players guide - I need comments, suggestions and ideas.

What is left right now is to add a skills list with descriptions - Help would be appreciated as my vacation ends today and it is back to work for me now.

Cheers!

//N

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Altair
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Re: Players guide

Post by Altair » Mon Oct 19, 2009 12:30 pm

Hi
Just read through the guide. I am new to this system so bear with me ))

First of all it is a very good idea to make some example after explaining something, personally for me example answered couple of questions I had while reading. Here are some suggestions...

In paragraph 1.0 I think you need to write in bold words like "private" and zero" in the following sentences...
The rank should be “private” for all starting characters. The
number of combat drops should be zero for starting characters.
Since there will be people who will miss that part even if it is going to be bold ;D

2. Is there a mistake in this sentence...
Motivation score and then subtract ten. Not the value
next to Learning roll.
...or is it just me. Should there be "NOTE" why not just change it to something like Write the value next to Learning roll.

Its just IMHO..... 8)

About skills is is technically possible in adobe reader to show description of the skill when you hover your mouse over it? It would be much more easier for new player not to be able to scroll up and down...

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maxvale76
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Re: Players guide

Post by maxvale76 » Tue Oct 20, 2009 3:43 pm

Hey Nick;

I jut took a look at the Player's Guide and a few minor questions jumped out at me:

When comparing the Starting Equipment of all marines with the Combat Load-out example; a few things occured to me:

-Only 4 grenades are listed on the Example marine; I'm assuming this is because the other 4 of the 8 that all marines recieve are loaded in the Pulse Rifle. Does this make the Pulse Rife's weight go up 1? I.e., would the Pulse Rifle weigh 10 with no grenades loaded?

-All marines are stated to start with 2 clips of ammo for the Pulse Rifle and the Pistol. Assuming of course that both are loaded; this would leave 2 spare clips (1 for each weapon). In the combat load example, only 1 clip is listed for weight purposes (I would assume the Pulse Rifle clip); does this mean the other clip (presumably, the pistol clip) would be considered to be in the Marine's Pack? (along with the rations, canteen, entrenching tool, etc.)

-Those marines that are carrying special equipment; i.e., Motion Trackers, Comms, First Aid Kits, etc.; I'm assuming they must add these to thier Combat Load out lists if they intend to have them on most missions. (I.e., they are not left behind with the packs holding rations and what not in the APC like the example marine).....man, I hope the medics/comms/smart gunners are strong! :)

Otherwise, it looks good! I have the Aliens RPG book at home now and I've noticed some of the minor changes you've made and I like how you do it a bit more. (Particularly the Skill selection method)

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Altair
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Re: Players guide

Post by Altair » Tue Oct 20, 2009 6:39 pm

Hi there thought about that too

I mean pistol weight is 3 is it the weight of the loaded gun or not if not loaded would be 4 right?

The other question is how many guns are we allowed to carry? If strong enough can character carry smart gun + sniper rifle + shot gun + pulser rifle etc etc. OR are there limitations like only one primary weapon + side arm (pistol)

Maxvale With strength of 18 I didn't know what to put on that list my character could carry like 2 guns (SMG + pulse rifle) 16 grenades!!!! 6 tear gas grenades!!! 2 demo charges, silencer, knife and 5 spare magazines for each gun being dressed in heave or hardcore armor ;D The only limitation was the number of fields lol

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Dugan
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Re: Players guide

Post by Dugan » Tue Oct 20, 2009 6:59 pm

maxvale76 wrote:Hey Nick;

I jut took a look at the Player's Guide and a few minor questions jumped out at me:

When comparing the Starting Equipment of all marines with the Combat Load-out example; a few things occured to me:

-Only 4 grenades are listed on the Example marine; I'm assuming this is because the other 4 of the 8 that all marines recieve are loaded in the Pulse Rifle. Does this make the Pulse Rife's weight go up 1? I.e., would the Pulse Rifle weigh 10 with no grenades loaded?

-All marines are stated to start with 2 clips of ammo for the Pulse Rifle and the Pistol. Assuming of course that both are loaded; this would leave 2 spare clips (1 for each weapon). In the combat load example, only 1 clip is listed for weight purposes (I would assume the Pulse Rifle clip); does this mean the other clip (presumably, the pistol clip) would be considered to be in the Marine's Pack? (along with the rations, canteen, entrenching tool, etc.)

-Those marines that are carrying special equipment; i.e., Motion Trackers, Comms, First Aid Kits, etc.; I'm assuming they must add these to thier Combat Load out lists if they intend to have them on most missions. (I.e., they are not left behind with the packs holding rations and what not in the APC like the example marine).....man, I hope the medics/comms/smart gunners are strong! :)

Otherwise, it looks good! I have the Aliens RPG book at home now and I've noticed some of the minor changes you've made and I like how you do it a bit more. (Particularly the Skill selection method)

The weight of the Pulse Rifle is fully loaded (with ammo and grenades). Each Marine is issued with 8 grenades for his harness on top of this. So to get the weight of 8 grenades just double that for 4.

With regards gear that is 'Non Combat Equipment' this is carried in your back pack and is dropped before you enter combat. But things such as motion tracker would have to count as 'Combat Equipment' as you'd be using it in a combat situation i.e. locating your target while using or holding your weapon. Equipment such as a canteen or portable welder can be safely stowed in your backpack until required and are unlikely to be needed in combat.

Altair wrote:Hi there thought about that too

I mean pistol weight is 3 is it the weight of the loaded gun or not if not loaded would be 4 right?

The other question is how many guns are we allowed to carry? If strong enough can character carry smart gun + sniper rifle + shot gun + pulser rifle etc etc. OR are there limitations like only one primary weapon + side arm (pistol)

Maxvale With strength of 18 I didn't know what to put on that list my character could carry like 2 guns (SMG + pulse rifle) 16 grenades!!!! 6 tear gas grenades!!! 2 demo charges, silencer, knife and 5 spare magazines for each gun being dressed in heave or hardcore armor ;D The only limitation was the number of fields lol

We've never really worried to much about keeping track of ammo count so just assume that the weight of the weapon includes the spare ammo weight as well.



Equipment is issued to you so you can't just randomly select gear. Chances whatever rank/ squad position you go for will dictate your weapon. Which is usually a Pulse Rifle, Flame Unit or Smartgun. If the mission requires it other weapons such as Sniper Rifles, SMG's etc will be issued. So other than your main weapon you'd be issued with a pistol and combat knife.

Theres no limit on grenades carried as I suppose you can stick them in your pockets as well as your harness (which holds eight). Demo charges are only issued if we can get hold of them and then only to someone with the relevant skill.


Lastly theres no choice in what armor we get, we're at present all dressed in light armor. Hardcore armor requires specialist traning to use and that'll have to be autorised by command.

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Nick
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Re: Players guide

Post by Nick » Thu Oct 22, 2009 10:14 pm

Player guide updated again. Altair has done some extensive editing and it is now easier to read and much smaller.

Great work Altair!!!!!

If we get this through final check we can start transforming the old characters and get the roster up and running soon. Once that is ready we can start checking skill advancements from last mission!

//N

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Dugan
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Re: Players guide

Post by Dugan » Tue Nov 03, 2009 10:01 pm

Just noticed the players guide is missing stat descriptions, if you want I can write these but I won't be able to do this for the next five days as I'm about to start a block of night shifts.

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Nick
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Re: Players guide

Post by Nick » Thu Nov 05, 2009 7:08 pm

Yeah that would be awesome...

//N

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