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#ActualJLW

Posted 23 April 2013 - 04:12 AM


You're ruleset is ridiculously over-complicated. Having to check 9 different stats (6 defensive and 3 offensive) just to determine the amount of damage dealt by a bullet to one layer of armor is ludicrous. With two armor layers and two damage types per weapon, there are 21 different stats that can affect how much damage a person takes from any given attack. It really feels like complexity for complexity's sake, which is rarely, if ever, the origin of an enjoyable ruleset.

If this was a tabletop, you'd have a point. But it's not. A computer is checking all of these, not the player. And all the player needs to know in the heat of the moment is "alright, this isn't working. I need a bigger gun, or I need to hit harder." You can work fine doing none of this math. You don't need to be a bio-medical or weapons engineer to know how to kill somebody. It's just better to know all of this, and if you do you can achieve greater effect than if you didn't know any of it.

#4JLW

Posted 23 April 2013 - 04:11 AM


You're ruleset is ridiculously over-complicated. Having to check 9 different stats (6 defensive and 3 offensive) just to determine the amount of damage dealt by a bullet to one layer of armor is ludicrous. With two armor layers and two damage types per weapon, there are 21 different stats that can affect how much damage a person takes from any given attack. It really feels like complexity for complexity's sake, which is rarely, if ever, the origin of an enjoyable ruleset.

If this was a tabletop, you'd have a point. But it's not. A computer is checking all of these, not the player. And all the player needs to know in the heat of the moment is "alright, this isn't working. I need a bigger gun, or I need to hit harder." You can work fine doing none of this math. You don't need to be a bio-medical or weapons engineer to know how to kill somebody. It's just better to know all of this, and you can achieve greater effect, than if you didn't know any of it.

#3JLW

Posted 23 April 2013 - 04:10 AM


You're ruleset is ridiculously over-complicated. Having to check 9 different stats (6 defensive and 3 offensive) just to determine the amount of damage dealt by a bullet to one layer of armor is ludicrous. With two armor layers and two damage types per weapon, there are 21 different stats that can affect how much damage a person takes from any given attack. It really feels like complexity for complexity's sake, which is rarely, if ever, the origin of an enjoyable ruleset.


If this was a tabletop, you'd have a point. But it's not. A computer is checking all of these, not the player. And all the player needs to know in the heat of the moment is "alright, this isn't working. I need a bigger gun, or I need to hit harder." You can work fine doing none of this math. You don't need to be a bio-medical or weapons engineer to know how to kill somebody. Same principle here. It's just better to know all of this, and you can achieve greater effect, than if you didn't know any of it.

#2JLW

Posted 22 April 2013 - 07:16 PM

You're ruleset is ridiculously over-complicated. Having to check 9 different stats (6 defensive and 3 offensive) just to determine the amount of damage dealt by a bullet to one layer of armor is ludicrous. With two armor layers and two damage types per weapon, there are 21 different stats that can affect how much damage a person takes from any given attack. It really feels like complexity for complexity's sake, which is rarely, if ever, the origin of an enjoyable ruleset.

If this was a tabletop, you'd have a point. But it's not. A computer is checking all of these, not the player. And all the player needs to know in the heat of the moment is "alright, this isn't working. I need a bigger gun, or I need to hit harder." You can work fine doing none of these math. You don't need to be a bio-medical or weapons engineer to know how to kill somebody. Same principle here. It's just better to know all of this, and you can achieve greater effect, than if you didn't know any of it.


#1JLW

Posted 22 April 2013 - 07:14 PM

You're ruleset is ridiculously over-complicated. Having to check 9 different stats (6 defensive and 3 offensive) just to determine the amount of damage dealt by a bullet to one layer of armor is ludicrous. With two armor layers and two damage types per weapon, there are 21 different stats that can affect how much damage a person takes from any given attack. It really feels like complexity for complexity's sake, which is rarely, if ever, the origin of an enjoyable ruleset.

If this was a tabletop, you'd have a point. But it's not. A computer is checking all of these, not the player. And all the player needs to know in the heat of the moment is "alright, this isn't working. I need a bigger gun, or I need to hit harder." You can work fine doing none of these math. You don't need to be a bio-medical or weapons engineer to know how to kill somebody.


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