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 Post subject: Attack Programs.
PostPosted: Fri Feb 01, 2008 3:39 pm 
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(From old Decking thread):


7) Combat Utilities: how are they going to work?

Attack utilities use decker's skill, with program rating determining attack Power. Killjoy and Black Hammer determine their damage level based on the host they're on; the explanation for this is that the utilities involve using the host's processing power against the opposing decker. The Power remains the rating of the utility.

Does this sit well with everyone? Do we need any other changes to attack programs?


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 Post subject:
PostPosted: Tue Feb 05, 2008 9:46 pm 
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I'm guessing there are no objections to this one?


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PostPosted: Wed Feb 06, 2008 12:37 am 
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We still need to examine the attack programs that don't directly do damage, like Hog, Steamroller, and soforth, but that sounds ok.

~Zzz

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PostPosted: Thu Feb 07, 2008 2:09 am 
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Best as I can tell, none of them seem to be a problem.

Honestly, though, how many people even use offensive utilities other than Attack?


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PostPosted: Thu Feb 07, 2008 3:13 am 
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Well, yeah, exactly.

~J

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 Post subject:
PostPosted: Thu Feb 07, 2008 12:15 pm 
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Heh, right, good point.


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 Post subject:
PostPosted: Fri Feb 08, 2008 12:33 am 
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To speed up the proceedings and put matrix combat in the same basket as other combat types, what about making it a complex action? This eliminates the 1-2 punch which is jarring and makes high initiative more than essential. Perhaps it is also overly effective in crushing IC since it won't increase tally amongst other things and why no one bothers with alternative attack utilities.


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 Post subject:
PostPosted: Fri Feb 08, 2008 11:04 am 
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If you do that, you'll want to make combat maneuvers work like the normal unarmed combat rules.


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 Post subject:
PostPosted: Fri Feb 08, 2008 6:10 pm 
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Link wrote:
To speed up the proceedings and put matrix combat in the same basket as other combat types, what about making it a complex action?

It does avoid a second roll, but it doesn't put it in the same basket as anything but Melee Combat—SS, SA, and BF fire in ranged combat all take Simples, same as Matrix Combat does.

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Perhaps it is also overly effective in crushing IC since it won't increase tally amongst other things and why no one bothers with alternative attack utilities.

I'm not sure I agree here—it may kill IC quick, but to not increase tally you need to suppress IC with Hacking Pool, which there is not a large supply of.

I'm ambivalent here, I think—I'm not tied to the current two-shot system, but the above arguments are uncompelling. I think especially it would reduce the odds of anyone using a maneuver, since now performing one costs someone their entire turn (or, if we keep the maneuver a Simple, still prevents one from attacking).

Regarding the unarmed combat maneuvers, that's another thing we need to examine. The maneuvers pretty much either suck or are overpowered.

~J

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 Post subject: Re: Attack Programs.
PostPosted: Mon Feb 11, 2008 11:13 am 
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I think if we make attacks a complex action (which I'm not necessarily advocating, but entertaining), maneuvers should be free actions like in melee combat. We can either be happy with every action being included with a maneuver, or make the maneuvers more in line with the maneuvers in melee combat (and split out things like 'evade' from maneuvers into normal actions).


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