From: Heivilin, Jim [banzai@missouri.edu] Sent: Thursday, June 21, 2001 9:31 AM To: Blue Planet List (E-mail) Subject: [BLUE PLANET] - FW: Brits on-line > -----Original Message----- > From: Neil Smith [mailto:neil.smith@rmcs.cranfield.ac.uk] > Sent: Thursday, June 21, 2001 9:16 AM > To: owner-blue_planet@lists.ient.com > Subject: Re: Brits on-line > > > Hi all, > > Another Brit de-lurking, though with no military experience. RPG > experience is mainly RuneQuest, Hero Wars, and Cyberpunk. > > I've just bought BPv2, and very nice it looks too. Haven't played it > yet, though. The game system looks nice and smooth, with a nice and > deadly combat system. It also seems that you really need to > apply all > the modifiers to slow it down enough for tactics to come into play. > > As I'm here, a couple of questions for you all: > > First, suppressive gunfire. Firefights just wouldn't be the > same without > people emptying their SMGs down a corridor, just to keep the baddies' > heads down. Does anyone have any thoughts on a mechanic for this? > > Second, complementary skills. If a character has two or more > skills that > could help with a task, he should be get the benefit from all > of them. > Frex, Acting skill should boost Disguise when trying to impersonate > someone. Again, does anyone have any thoughts on how to do this? > > Finally, just so this message is useful, take a look at the Island > Directory: > > http://www.unep.ch/islands/isldir.htm > > "Basic environmental and geographic information on the significant > islands of the world" > > TTFN, > > Neil. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: thazar@globalnet.co.uk Sent: Thursday, June 21, 2001 4:50 AM To: blue_planet@lists.ient.com Subject: RE: Re: [BLUE PLANET] - Other cetacians on Poseidon >At 10:10 PM 6/20/01 +0000, Andrew Whincup wrote: >>I can see no reason why only orcas and dolphins would be uplifted, In the Bp guides it states that Dolphins and Orca's were the only whales to live long enough to be uplifted.....ie all the rest were extinct by the time the Tech arrived to do the job. However I find it hard to belive that all the porpoises and lesser whales went extinct while 'fins and Orcas lived. Great Whales is a different matter of course. Still and all maybe someone could code them up from DNA? On the the flip side of that is how much of their being was instintual and how much was learned social behaviour? I guess playing back tapes of whale song wouldnt help that much!! What about uplifting non-terran speices? Schoolers? DomT ------------------------------------------------ Global WebMail - Delivered by Global Internet www.global.net.uk ------------------------------------------------ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Shane.Mclean@t-online.de Sent: Thursday, June 21, 2001 12:38 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - Rules ideas (was) Brits on-line > > Another Brit de-lurking, though with no military experience. RPG > > experience is mainly RuneQuest, Hero Wars, and Cyberpunk. So many Brits - a home away from home.... > > I've just bought BPv2, and very nice it looks too. Haven't played it > > yet, though. The game system looks nice and smooth, with a nice and > > deadly combat system. It also seems that you really need to > > apply all > > the modifiers to slow it down enough for tactics to come into play. The combat system is a big like of mine - a system that forces players (and NPCs) to be carefull. As effective in that as Millenium's End, without needing PhD in maths and a game session per combat. Although I've not run the game, the effect the Millenium's End system had on the player's caution was excellent after the first time one got shot, so I can see this aspect of BPv2 also. In the player's guide the author intimates that violence shouldn't be a glorified thing in the game, and so on. > > As I'm here, a couple of questions for you all: > > > > First, suppressive gunfire. Firefights just wouldn't be the > > same without > > people emptying their SMGs down a corridor, just to keep the baddies' > > heads down. Does anyone have any thoughts on a mechanic for this? Pehaps a varient on the Cyberpunk rules for SF - they seemed to work2 Something like depending upon how many bullets are in a given 1 metre wide corridor gives a flat chance to hit anyone popping up from your initiative point, to the your next one. I found that in Cyberpunk some players would use this as a rules dodge to improve their chances of hitting someone on occasion, so we'd have to work around that. I'll try and throw some numbers to this..... > > Second, complementary skills. If a character has two or more > > skills that > > could help with a task, he should be get the benefit from all > > of them. > > Frex, Acting skill should boost Disguise when trying to impersonate > > someone. Again, does anyone have any thoughts on how to do this? Quick idea - if you have related skills add 1 (maximum of once, not one per skill) to the skill total, if any related skill is higher add 2? > > Finally, just so this message is useful, take a look at the Island > > Directory: > > > > http://www.unep.ch/islands/isldir.htm > > > > "Basic environmental and geographic information on the significant > > islands of the world" Cool site. Should be useful to folks who don't know a lot about Geography (like me).... Take care, Shane *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: coredump [coredump@wanadoo.fr] Sent: Thursday, June 21, 2001 12:02 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Rules ideas (was) Brits on-line Shane Mclean a écrit : > > > Another Brit de-lurking, though with no military experience. RPG > > > experience is mainly RuneQuest, Hero Wars, and Cyberpunk. > > So many Brits - a home away from home.... So many brits. Fortunately, we are couple of french lurkers around, spying at you. Fear the power of the french army (huh huh huh)... just kidding. > > > yet, though. The game system looks nice and smooth, with a nice and > > > deadly combat system. It also seems that you really need to > > > apply all > > > the modifiers to slow it down enough for tactics to come into play. I played couple of games, and the combat system is definitely smooth and nasty. I love it. A bit less nasty than in the 1st edition though. Nevertheless, the hand to hand fighting looks a bit buggy to me. Chances to hurt someone are quite low unless you use the "called shots" rule. Actually you DO have to use called shots if you want to hurt someone. Otherwise, barehand fighting can be quite boring... (no damage, your turn... no damage, your turn... no damage, your turn...) 8.) > > > As I'm here, a couple of questions for you all: > > > > > > First, suppressive gunfire. Firefights just wouldn't be the > > > same without > > > people emptying their SMGs down a corridor, just to keep the baddies' > > > heads down. Does anyone have any thoughts on a mechanic for this? > > Pehaps a varient on the Cyberpunk rules for SF - they seemed to work2 > Something like depending upon how many bullets are in a given 1 metre wide > corridor gives a flat chance to hit anyone popping up from your initiative > point, to the your next one. I found that in Cyberpunk some players would > use this as a rules dodge to improve their chances of hitting someone on > occasion, so we'd have to work around that. I'll try and throw some numbers > to this..... If you want to keep it simple, why not using the rule in PG, page 114 about full-auto fire ? No "to hit" roll is made unless some stupid decide to cross the line (or the zone) of fire. cheers, Remi *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Sir Charles [chalz@earthlink.net] Sent: Thursday, June 21, 2001 8:02 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - various projectile rounds (was idle thoughts) > This leads to choice of weapon/bullet according to mission. 9mm submachine > guns for Hostage Rescue frex as the right bullets from such a gun will do a > fair amount of damage but wont penetrate walls/bodys etc killing 'innocent' > victims or members of your own team. However if you really really need to > deal with someone before they press the button or whatever you need a > different bullet in a different gun. Which is y the SBS got a british custom > gun smiths to come up with a 7.62mm 'sub-machine' gun. Funny note; in 'Fallout Tactics', that's about how it works as well ;) The 9mm weapons will generally create less collateral damage, while the 7.62mm weapons rip through just about everything. ... Not that you can cause much /structural/ damage in FT. Here's another question: How are measurements scored for 'caliber' weapons, 44, 45, 357, 22 etcetc? 30.06 - 30.06 what? How about with shotguns; what's the difference between a 12 gauge and 20 gauge? Why should the 9mm seem to be weaker, yet more available and used, than 7.62mm? Thanks everyone! --Charles *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message.