by gaelicwolf » Thu Dec 20, 2012 1:14 am
[quote="ken"]The general consensus on guns was there was no way to:
1) Make guns scary AND
2) Make sure the output of the damage meshed well with our other combat archetypes (magic, melee, etc).
At the end of the day, we wanted to provide a fun system for a horror larp and not a realistic scenario for firearms useage. Also, this isn't a line-fight or firefight game. We don't want shield walls in OR (notice you see a profound lack of the shield skill so far), and fighting should be serious and scary. If it's just all bullet-storm all the time with mosquito bite bullets, that defeats the ambiance we were going for. Sure, we have combat and plenty of it, but that's not actually the main goal of the game we're working so diligently on.
We knew that some people might not like the system, but at the end of the day, we wanted to make sure guns provided the stopping power they needed to, without overly emphasizing them in the game world. If we find internally that we want people to shoot more bullets, those are very easy fixes from a game management scenario. We can introduce items that refresh marksmanship, for instance. What won't change is that firing a gun will do big damage AND it'll also cost you something to pull the trigger.
Anything else just didn't fit the theme and type of game the Staff thought was appropriate for OR. We also think gun characters are exceptionally viable. If you've got 5F + 8 Marksmanship... 13 shots per reset, where each one will probably drop most crunchies in the game, and with modern guns at a significant range? That's not all that bad... Especially considering how cheap Marksmanship is to buy.
-Ken-[/quote]
I'm all for making guns scary, and I have no problem with how they work as explained, but having 5F and 8 Marksmanship is crazy expensive (unless we start with more than 2 base attributes). Buying up to 5 F from 2 F is 12CP to begin with, and even if all 8 Points of Marksmanship are from the base pools, costing 2CP each, that's another 16CP. So to get 13 shots a reset is 28CP, without the cost of the gun skill itself or any Header costs.
I think what people are afraid of (mostly) is that they'll create a gun-wielding character and pour 25+ CP into wielding the guns as their primary weapons and will only be able to fire off 8-10 shots at most per reset. While it sounds like a decent amount of shots (and to some degree it is), firing a gun and calling the damage can be done almost as a knee-jerk reaction, which means that you're suddenly very low on bullets.
That said, I don't mind the ways guns are set up, it just means that people will have to be fairly careful with their shots.
[i]"There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy."[/i]
- Hamlet (1.5.166-7)
[b]Dr. Conner Lachlann - University of Cambridge[/b]
~Greg (IRL), Leander Warrick & Charles Ryker (LE), Alaric Slayde (CS)~