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Out of Control Airship (Combat Challenge)
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<blockquote data-quote="weem" data-source="post: 5099605" data-attributes="member: 9470"><p>Hehe, I'm not expecting it to be that bad. I will have numbers down on the hex mat (elevations 1-7) - the player will tell me a number between 0 and 3 for the power of their tube. I just compare the two to see where they go - after doing this once or twice, they will start to see how it's effecting the turning.</p><p></p><p>EX: \</p><p></p><p>'LEFT' PC: "Well, we need to turn right, so I open mine up all the way... so 3!"</p><p></p><p>'RIGHT' PC: "In that case, I cover mine and lower the power to... say... 1"</p><p></p><p>So that gives me a "3/1" - look at the movement chart there and I know where they go.</p><p></p><p></p><p></p><p> Cool! Yea, I think it will really add to it. They will have had a partial encounter before, and I think it will be hard enough initially as it is so the combat portion of this won't be TOO hard I think (their level, or slightly below).</p><p></p><p></p><p></p><p>Nope, not ignoring - hence "crashing". If there is a building blocking the path there (of their current elevation or higher), they hit it. Now this is not a fast paced chase, so it's more of a hard bump, but you can't have too many of those when it comes to Ship vs Building, hehe.</p><p></p><p></p><p></p><p>Hehe, gotcha <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Yes!</p><p></p><p></p><p></p><p>Yea, those are good, and I had thought about that - in fact, an image came to mind of one of the matrix squid things (sorry, haven't seen them in a while) gnawing away at some controls somewhere effectively locking a tube to it's setting until repaired etc, hehe.</p><p></p><p></p><p></p><p>That's possible if the ship get's close enough (an adjacent hex), which it just might.</p><p></p><p></p><p></p><p>Nothing! In my campaign setting, there are 9 airships total - it's a new technology for the most part. So, weapons for them have not been perfected, etc. They exist on a few ships, but are very innacurate. I have been working with the Artificer of the group as an inventory type - he has been taking in this technology and working on improving it. He's already got a new system in the works to power an airship much more efficiently (that's kind of a mini game happening over the course of the campaign).</p><p></p><p></p><p></p><p>The ship is moving forward-ish only as it is damaged. They can guide it (strafing) left and right a bit, but manuevering is a bit... off right now. The ship following them is slowly gaining on them, but I don't see any opportunities for that kind of thing - BUT, if they work out a way of pulling that off (maybe when they hit a building, it can spin them about) I'm all for it!</p><p></p><p></p><p></p><p>Na, like I said, there are 9 airships TOTAL in the world right now, 3 of which are in this city (theirs, the one chasing them, and one other who is not in the picture).</p><p></p><p></p><p></p><p>My imagination, hehe - "Firefly" got me on the whole airship kick recently (though I have always loved airships).</p><p></p><p></p><p></p><p>They HATE this city, haha. It's been very unkind to them.</p><p></p><p></p><p></p><p>The ship they are on is pretty much like a wildly flying rocket (well, much slower than a rocket). They can kind of guide it forward, but manueverability beyond that doesn't exist... except perhas by bouncing off a building or two <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I don't really have anything - though I thought a lot about it.</p><p></p><p></p><p></p><p>I think it looks more complex than it really is, but we'll see, hehe. And as far as my players go? They LOVE this kind of thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="weem, post: 5099605, member: 9470"] Hehe, I'm not expecting it to be that bad. I will have numbers down on the hex mat (elevations 1-7) - the player will tell me a number between 0 and 3 for the power of their tube. I just compare the two to see where they go - after doing this once or twice, they will start to see how it's effecting the turning. EX: \ 'LEFT' PC: "Well, we need to turn right, so I open mine up all the way... so 3!" 'RIGHT' PC: "In that case, I cover mine and lower the power to... say... 1" So that gives me a "3/1" - look at the movement chart there and I know where they go. Cool! Yea, I think it will really add to it. They will have had a partial encounter before, and I think it will be hard enough initially as it is so the combat portion of this won't be TOO hard I think (their level, or slightly below). Nope, not ignoring - hence "crashing". If there is a building blocking the path there (of their current elevation or higher), they hit it. Now this is not a fast paced chase, so it's more of a hard bump, but you can't have too many of those when it comes to Ship vs Building, hehe. Hehe, gotcha ;) Yes! Yea, those are good, and I had thought about that - in fact, an image came to mind of one of the matrix squid things (sorry, haven't seen them in a while) gnawing away at some controls somewhere effectively locking a tube to it's setting until repaired etc, hehe. That's possible if the ship get's close enough (an adjacent hex), which it just might. Nothing! In my campaign setting, there are 9 airships total - it's a new technology for the most part. So, weapons for them have not been perfected, etc. They exist on a few ships, but are very innacurate. I have been working with the Artificer of the group as an inventory type - he has been taking in this technology and working on improving it. He's already got a new system in the works to power an airship much more efficiently (that's kind of a mini game happening over the course of the campaign). The ship is moving forward-ish only as it is damaged. They can guide it (strafing) left and right a bit, but manuevering is a bit... off right now. The ship following them is slowly gaining on them, but I don't see any opportunities for that kind of thing - BUT, if they work out a way of pulling that off (maybe when they hit a building, it can spin them about) I'm all for it! Na, like I said, there are 9 airships TOTAL in the world right now, 3 of which are in this city (theirs, the one chasing them, and one other who is not in the picture). My imagination, hehe - "Firefly" got me on the whole airship kick recently (though I have always loved airships). They HATE this city, haha. It's been very unkind to them. The ship they are on is pretty much like a wildly flying rocket (well, much slower than a rocket). They can kind of guide it forward, but manueverability beyond that doesn't exist... except perhas by bouncing off a building or two ;) I don't really have anything - though I thought a lot about it. I think it looks more complex than it really is, but we'll see, hehe. And as far as my players go? They LOVE this kind of thing ;) [/QUOTE]
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