"Guns. Lots and lots of guns..."
Posted: Wed Dec 19, 2012 4:59 pm
While those of us who are looking at the technology based headers are paitently waiting for our turn in the sneak-peek department I'm interested in hearing people's thoughts about how they think guns will be handled since OR's been described as a modern/near future game.
Personally, I'm hoping to play a gun-centric character. What would a security guard/cop be without his trusty pistol by his side. How the mechanic is implemented is rather relevant to my interests.
As far as mechanics go, I've seen a lot of different systems take their shot at implementation. Some good, some okay, some down right awful.
The Isles has a system where a firearm can be shot for uncalled damage for no cost every 15 seconds. If you wanna do called damage you have to spend attributes to do it. For a system that's trying to replicate black powder weapons, this isnt' bad. Guns feel a little underpowered with it however.
Lost Eidelons system of spending an attribute per shot worked for the steampunk feel, where things were very melee-centric. My biggest gripe with this implentation (and why I ended up playing a healer) is that you are VERY limited on shots. Unless you build your entire character around doing nothing but shooting, you'll find yourself out of shots in no time flat, especially in the early stages of the game. Not really a viable combat style, more of a garnish than anything else.
Lovecraft Legacies system was a little of both. Guns did some pretty significant damage, could fire as often as you'd like, but you were limited on how many rounds you could carry. And the NPC's would scoop up stray rounds as often as they could. The big limiting factor was the fact that most of the real nasties took minimal damage from bullets and were best suited to betting 'hit with a stick' or shot a LOT. This works with a smaller player base, but when you get numbers like we had this year it gets a little over the top. I dont think I ran out of ammo -ever- this year.
The setting of Occam's Razor being described as very "shadowrun"-esque I'm expecting guns to play a pretty big part of the weapon styles. Not a whole lot of people walk around with swords in the modern day outside of Ren-faires after all.
So I'm anticipating a system that's somewhere in the middle of the three I've outlined here. Gameplay balance is everything and it's a pretty fine line sometimes. I just dont want to see such a key aspect of a modern game diluted to an afterthought.
What are peoples thoughts on how you hope to see guns implemented? Ideas, pros, cons, etc.
Personally, I'm hoping to play a gun-centric character. What would a security guard/cop be without his trusty pistol by his side. How the mechanic is implemented is rather relevant to my interests.
As far as mechanics go, I've seen a lot of different systems take their shot at implementation. Some good, some okay, some down right awful.
The Isles has a system where a firearm can be shot for uncalled damage for no cost every 15 seconds. If you wanna do called damage you have to spend attributes to do it. For a system that's trying to replicate black powder weapons, this isnt' bad. Guns feel a little underpowered with it however.
Lost Eidelons system of spending an attribute per shot worked for the steampunk feel, where things were very melee-centric. My biggest gripe with this implentation (and why I ended up playing a healer) is that you are VERY limited on shots. Unless you build your entire character around doing nothing but shooting, you'll find yourself out of shots in no time flat, especially in the early stages of the game. Not really a viable combat style, more of a garnish than anything else.
Lovecraft Legacies system was a little of both. Guns did some pretty significant damage, could fire as often as you'd like, but you were limited on how many rounds you could carry. And the NPC's would scoop up stray rounds as often as they could. The big limiting factor was the fact that most of the real nasties took minimal damage from bullets and were best suited to betting 'hit with a stick' or shot a LOT. This works with a smaller player base, but when you get numbers like we had this year it gets a little over the top. I dont think I ran out of ammo -ever- this year.
The setting of Occam's Razor being described as very "shadowrun"-esque I'm expecting guns to play a pretty big part of the weapon styles. Not a whole lot of people walk around with swords in the modern day outside of Ren-faires after all.
So I'm anticipating a system that's somewhere in the middle of the three I've outlined here. Gameplay balance is everything and it's a pretty fine line sometimes. I just dont want to see such a key aspect of a modern game diluted to an afterthought.
What are peoples thoughts on how you hope to see guns implemented? Ideas, pros, cons, etc.