Thursday, June 12, 2014

Accuracy and Burst Fire

Burst Fire:   

Ordinary Shot- 1 round, 10 TU
Short Burst- 3 rounds, 20 TU
Medium Burst- 10 rounds, 30 TU
Long Burst- 20 rounds, 40 TU
Aimed Shot- 1 round, 20 TU


With weapons capable of burst fire, you progressively decrease accuracy with the weapon, minus an additional recoil penalty, but increase the number of rounds fired, thus drastically increasing potential hit chance and damage. So for instance, if you fire an ordinary shot, it consumes 1 round, and you have an ordinary chance to hit. If you fire a 3 round burst, you lose 33% accuracy per shot, however you fire three shots, thus giving double the accuracy than if you had fired a single shot. This costs the same amount of TSU's. However, you only increase the accuracy to hit, not the number of times you hit the target; however, you can target multiple enemies based on your range of effect, subtracting each individual target as a negative modifier to your accuracy score.


Ordinary Shot- An ordinary shot costs 20 TU's, and fires 1 round at the enemy. As you are not spending a significant amount of time to aim, and instead are spending it on other activities, your accuracy is otherwise compromised compared to an aimed shot.

Aimed Shot- An aimed shot costs 40 TU's, and fires 1 round at the enemy. While expensive in TU's relatively speaking, the shot improves accuracy over an ordinary shot by double. While less TU efficient than the other attacks, it increases the accuracy of the shot dramatically.

Short Burst- A short burst costs 20 TU's, and fires 3 rounds at the enemy. As you are not spending a significant amount of time to aim, and instead are spending it on other activities, your accuracy is otherwise compromised compared to an aimed shot. However, compared to an ordinary shot, you have a 150% chance increase to hit the target. This is roughly equal to each shot possessing 50% of the accuracy of the original ordinary shot. You do not increase damage with each additional shot, just accuracy. Furthermore, you can target a 3 x 3 area with a shot as this, subtracting X amount per targets in the area.

Medium Burst- A medium burst costs 30 TU's, and fires 10 rounds at the enemy. As you are not spending a significant amount of time to aim, and instead are spending it on other activities, your accuracy is otherwise compromised compared to an aimed shot. However, compared to an ordinary shot, you have a 200% chance increase to hit the target. This is roughly equal to each shot possessing 20% of the accuracy of the original ordinary shot. You do not increase damage with each additional shot, just accuracy. Furthermore, you can target a 5 x 5 area with a shot as this, subtracting X amount per targets in the area.

Long Burst- A long burst costs 40 TU's, and fires 10 rounds at the enemy. As you are not spending a significant amount of time to aim, and instead are spending it on other activities, your accuracy is otherwise compromised compared to an aimed shot. However, compared to an ordinary shot, you have a 300% chance increase to hit the target. This is roughly equal to each shot possessing 6.67% of the accuracy of the original ordinary shot. You do not increase damage with each additional shot, just accuracy. Furthermore, you can target an 8 x 8 area with a shot as this, subtracting X amount per targets in the area.  

J-Com: Stats and Basics

J-Com: Stats 

Strength: 10
Dexterity: 10
Intelligence10
Stamina10
Will10


Time Unit: Equal to total Attributes (Starting = 62)
Energy: Equal to Stamina + Will
Health: Base + Stamina + Will/2
Accuracy: Base + (Dexterity+Intelligence)/2
Weight Carried: Strength x 5
Throwing: Base + Strength for range, Base + Dexterity for Accuracy
Throwing Accuracy:  Base + Dexterity for Accuracy
Medicine: Base + Intelligence
Mechanics: Base + Intelligence
Willpower: Base + Will + Stamina/2
Speed: spaces traveled per TSU x dexterity divided by 10, rounding down
Reflex: Base + Dexterity
Psi Attack: Base + Will + Intelligence
Psi Defense: Base + Will + Intelligence


Ranks
Recruit
Private
Corporal
Sergeant
Lieutenant (E-5)
Captain (E-6)
Major (E-7)
Colonel (E-8)

Kills
5
10
20
30
40
50
75
100







Starting Stats and TSU's
10 in everything, with an additional 12 stat points to spend across all stats. Every bonus in rank gives 2 more stats to spend, and 1 more bonus to will power. Time units, consequently, based on the total number of states (with a starting of 62, and an ending of), will increase accordingly. Stats also increase by for every set of kills; starting with 5, 10, 20, 30, 40, 50, 75, 100.




Time Unit: Equal to total Attributes (Starting = 62)
Time units are increased by stats, ranks, and kill amounts.

Energy: 
Energy is equal to Will x 2, Stamina x 1.5, and every other attribute (Strength, Dexterity, and will). This is intended to give a starting energy slightly higher than TSU's. You can only perform so many actions equal to your energy; So for instance if you choose to have 10 pounds overweight, which subtracts 10 of your energy at starting character, then you essentially lose 10 TSU's for that turn. Since energy scales with attributes on par to TSU's, unless you go significantly over weight, you shouldn't experience many issues related to energy.

Health: Base + Stamina + Will/2

Accuracy: Base + (Dexterity+Intelligence)/2
Base accuracy is 23.33%, with starting Dexterity and Intelligence bumping this up to 33.33%. With 20 in both stats, the highest natural accuracy can go is approximately 43%. Base Ranks will provide an additional 1%, increasing accuracy in maximum up to 50%. Different weapons or items will provide more accuracy, increasing it beyond this base level.

Weight Carried: Strength x 5
Fairly straight forward, strength is equal to strength x 5; thus, a starting strength of 10 is equal to being able to carry 50 pounds without penalty. For every pound over your maximum weight, you subtract 1 from your energy. Since all the equipment you can carry is essentially equivalent to your strength, it can be considered relatively important; it also determines how well you can handle recoil, based on the recoil of your weapon.

Throwing: Base + Strength for range, Base + Dexterity for Accuracy
Base range is 10, adding strength x 1.5 for range, rounding down

Throwing Accuracy:  Base + Dexterity for Accuracy
Base accuracy is 23%, adding dexterity flat out

Medicine: Base + Intelligence
Base is 10, adding intelligence
giving a starting of 20

Base is increased every 5 successful medical maneuvers,

Mechanics: Base + Intelligence
Base is 15, adding intelligence, giving a starting of 25

Willpower: Base + Will + Stamina/2
Base is 10, plus will + Stamina/2, giving a starting of 25.

Speed: spaces traveled per TSU x dexterity divided by 10, rounding down

Reflex: Base + Dexterity
Base is equal to your TSU's divided by 2, rounding down, + Dexterity

Psi Attack: Base + Will + Intelligence
10, if you are psionic

Psi Defense: Base + Will + Intelligence
10, if you are psionic

J-Com: Overview

J-Com: Overview