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05:52, 2nd May 2024 (GMT+0)

OOC III.

Posted by MolochFor group 0
Moloch
GM, 2331 posts
Pluto Company
Tue 23 Nov 2010
at 23:36
  • msg #930

Re: OOC III

Cripes - drop the metagaming/god-modding convo please. I have enough posts to catch up on each day.

I already stated I agree with Jericho. No post is totally set in stone - so long as another character (or GM) is ABLE to do or say something about it.

It MUST be this way - otherwise it can go against roleplaying.

This just happened in the Tolkeen group. Severin and Burd (2 demons) decided to go and murder a bunch of unarmed wounded soldiers. Their posts were something along the lines of "I go over the the wounded and start squishing heads".

Other characters do not want to allow this to happen. Principled or otherwise it would be against THEIR characters to not do something about the executions.

So one player posted that he casually steps in the way and raises a hand out.

The new player is not PREVENTING the first actions from taking place - just adding some actions in there that would have been able to take place. The demons proceeded around that character and continued the executions - and now both demons are dead.

The interrupt post is not forcing the original poster to stop what they were going to do - but offering an option that would be there.

In the case at hand - it could have been worse. Suppose Jericho was a higher rank and ordered Jendan not to enter the armoury. Since Jendan had already posted this would be insubordination and he could be fired or whatever based on it.

There is no time limit/frame on an RPOL post. Technically we should make an individual post for every individual action, every step, everything as everyone has the chance to interract with everyone else. But this is tedious - so we post a bunch of stuff all at once 'assuming' it will all go to plan.

But it will not always go according to plan.

HOWEVER - the case at hand is also a very small point. And Jericho could have just ignored it as it doesn't really matter when everyone gets to the armoury - and like 7 people had already posted in response to Jendan.

So if the issue is by the rules (6th sense or somethign else would prevent the post from occuring the way it was posted) or by roleplaying (the cyberknight wont sit by and allow theft, murder whatever - the officer wont allow his troop do do something) - a post can be interrupted.

The interrupt post - is only in protest as they can't control the actions of the original OP (techincally possession and other things could...)

Rpol isn't perfect - but I don;t see any other way around these issues other than the odd hiccup where we have to backtrack a bit.

cool?
Moloch
GM, 2332 posts
Pluto Company
Tue 23 Nov 2010
at 23:38
  • msg #931

Re: OOC III

Jericho can you re-post the vehicle post?

I agree we can skip the hangar bay stuff and just get to the goods. Feel free to RP chats and whatnot.
Nathanial William Jericho
player, 39 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Tue 23 Nov 2010
at 23:52
  • msg #932

Re: OOC III


 Sure can:

 I'm going to try and get this:

 Assault Team
 Ralph - SF or Smiling Jack SAMAS, gun of choice.
 Sarai - Infantry armour (which I think she has), infantry weapon of choice.
 Cutter - Additional heavy weapon of choice.
 Barry - Borg armour (which he has), Additional heavy weapon of choice.
 Pasner - Juicer armour, close-in weapons of choice.
 Mutt - Infantry armour, close-in weapons.
 Castle - GB Killer.

 Fire Support
 Jericho - Smiling Jack SAMAS, gun of choice.
 Drake - SF or Smiling Jack SAMAS, gun of choice.
 Nordin - Infantry armour, infantry weapon of choice.
 L.C. - Smiling Jack SAMAS, gun of choice.
 Nagoya - Infantry armour, infantry weapon of choice.
 'other folks' - ?

  By my count that's a total of five SAM's and SF ones are going to be hard to come by... Plus we'll try for a few CR-1's as disposable missile launchers for the opening volley and anything else we can snag.
Moloch
GM, 2333 posts
Pluto Company
Wed 24 Nov 2010
at 00:13
  • msg #933

Re: OOC III

Ralph gets his SF SAMAS

Jericho can have the smiling Jack

L.C. can have a smiling Jack

Drake can have the SF SAMAS

Everyone else gets their starting gear.

There is also those beat up vehicles I mentioned in the IC post to Gretchen and Castle.
Mutt
player, 23 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 00:16
  • msg #934

Re: OOC III

hey boss you approved my Railgun
Moloch
GM, 2334 posts
Pluto Company
Wed 24 Nov 2010
at 00:17
  • msg #935

Re: OOC III

Yeah - all that stuff I approved is good too. :)
Nathanial William Jericho
player, 40 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Wed 24 Nov 2010
at 00:20
  • msg #936

Re: OOC III


 Okay... so you're upgrading us from 'one longarm, one sidearm' to 'a big damn' golf caddy of guns' then?

 I can work with that. ^_^

 Oh, and I trust there'll be no trouble drawing ammo for... hell, a unit of fire would be what, call it ten magazines for a rifle or heavy weapon, three for a handgun? And assume L-clips rather than E, where possible?
Mutt
player, 24 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 00:25
  • msg #937

Re: OOC III

bro this toon is sicky strong, Im pretty sure I can hump almost any amount of ammo. If you could find a way to strap it on I can find a way to haul it. Also Most Spec Ops use non-standard tricked out weapons anyway.
Nathanial William Jericho
player, 41 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Wed 24 Nov 2010
at 00:38
  • msg #938

Re: OOC III


 It's never been a question of strength.

 More one of how agile to you think you'll be with a rifle strapped over your shoulder, a plasma cannon in your hands, an SMG on each hip and a knife in your teeth?

 'Cause that's the way the Rifts 'one weapon per W.P.' system tends to tool people up - and it gets worse when you're an RPA Pilot, because you get two RPA suits but no-where to carry the one you're not using! ^_^
Mutt
player, 25 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 00:43
  • msg #939

Re: OOC III

well im  machine gunner and I don't really care about having sereral hundered different weapons. A Machine Gunner in the US Army carrys two weapons, his 240b and a 9mm. I think if your not going to over do it and if it fits within the rules of the game system you should be allowed to carry them. I wouldn't try to put rules into the combat system when you don't need to.
This message was last edited by the player at 00:46, Wed 24 Nov 2010.
Nathanial William Jericho
player, 42 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Wed 24 Nov 2010
at 00:50
  • msg #940

Re: OOC III


 Thing is, that's more or less exactly the sort of thing I had in mind. Mutt has his close-combat stuff, a sidearm, a big gun and some ammo. I imagine other folks might even carry extra ammo for you, since you'll be humping around a ninety-pound gun and an eighty-pound power pack and you can never have too much ammo for the machine gunner.

 Plus, you may just have talked yourself onto the fire support team. ^_^
Mutt
player, 26 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 01:00
  • msg #941

Re: OOC III

well aslong as you have a psi stalker to keep me on target. you shouldnt have a problem, I can also carry just under 2000 lbs. thats not lift thats carry.

Fully Kitted I carry 454 lbs, this inclueds my Armor (18 LBS) my C18 Laser pistol (4 LBS), C-40R Coalition SAMAS Rail Gun (92 lbs), Power Pack: (60 lbs), One Ammo-Belt (30 lbs), Case of six belts: (190 lbs) and last but not least 60 lbs of misc equipment (rucksak and spare parts for railgun and other misc bs)
This message was last edited by the player at 01:17, Wed 24 Nov 2010.
Moloch
GM, 2335 posts
Pluto Company
Wed 24 Nov 2010
at 01:16
  • msg #942

Re: OOC III

Ammo will be on a what you bring with you basis. If you leave base with 6 e-clips and 4 grenades - that's all you get until next stock up - or looting.

Granted, usually that's all you will need anyway, but I intend to have a Black Hawk Down-esque mission where you bring what you think you will need... and run out eventually.

Ammo has never been much of a problem in rifts. I have only ever seen like 2 PCs reload in combat.

If you are taking those hover cars or whatever there is more room to store extra guns, and ammo.

You guys will eventually get an APC... but as Jericho already pointed out to me, you gotta have something to look forward to.

Mutt - Just as an FYI - something like your dodge bonus applies when you are completely naked. I may dish out penalties if someone is carrying 3 rifles, 4 pistols, knives, ammo, grenades, a backpack and knapsack, a tent, sleeping bag etc. I once had a juicer in my table top games who did this very thing. So I naled him with a dodge penalty - wasn't too severe though - the idea was to get him not to carry so much stuff all the time.

Since you guys get to come and go from a base - I don't think this will be much of an issue, especially when you get a larger vehicle for storage.
Mutt
player, 27 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 01:20
  • msg #943

Re: OOC III

no problem boss fully kitted im still only humping a quarter of my carry weight well under half so I should be good. U understand about the dodge bonuses in armor.
Mutt
player, 28 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 01:23
  • msg #944

Re: OOC III

I have a question, if we are a spec opps unit shouldn't we have everything we need? I mean it kinda defeats the purpose to be in a Spec ops unit if we don't get the cool gear. Thats why we get sent on those hard missions. Cause we got the training and GEAR! going standard just because you want the roleplaying element is for the birds. I thought this was a spec ops unit.
Moloch
GM, 2336 posts
Pluto Company
Wed 24 Nov 2010
at 01:29
  • msg #945

Re: OOC III

It is a spec ops unit - but you are at some front line base in the middle of a war. There isn't anything lying around - it is either being used, broken or covered in blood.

You guys will get cool toys - but I will open more doors for gear and such as the game goes on. Don't want the full catalogue open right off the bat.

Also Gretchen - those weren;t command cars you got from the hangar bay - they were those silly looking Skull Patrol Cars :)
Mutt
player, 29 posts
Private
Kill Hound Wolf
Wed 24 Nov 2010
at 01:34
  • msg #946

Re: OOC III

and question answered! thanks.
Nathanial William Jericho
player, 43 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Wed 24 Nov 2010
at 01:37
  • msg #947

Re: OOC III


 Yeah, but some of them do it a whole hell of a lot Mol. 'Masque always was because of the piddly ammo capacity on those big plasma guns.

 And yeah Mutt, except that this feels more like a 'grab your stuff and go' job before we even tool up properly. Time-critical and all ninja-like. That said, you've kitted yourself out exactly how I imagined a soldier ought to be kitted out, which I kind of want to encourage.

 Jericho for example has his armour, his rifle, a pump pistol and his kit. He's got a laser sidearm but since he has a perfectly good rifle, he rarely carries it. If operating the Smiling Jack I might well have him switch the rifle for a railgun though, for the extra punch.
Moloch
GM, 2337 posts
Pluto Company
Wed 24 Nov 2010
at 02:08
  • msg #948

Re: OOC III

Drano Pierce:
After a few tries Drano gets the incoming CS force on his radar.


Unless I am uneducated - radars only pick up air units?

These are on the ground... So unless I am wrong they do not show up on radar.

If I am wrong - then there have been several times when I did not notify you guys BECAUSE I thought ground = invisible to radar...
Ralph Jenden
player, 58 posts
1st Lieutenant/O-2
CS Special Forces
Wed 24 Nov 2010
at 02:14
  • msg #949

Re: OOC III

Me and LC have a pretty good system for figuring out how much shit a character can haul with them.

In my Chaos Earth game I had some players down to their last mags or using their sidearms. A few had even began pulling e-clips off the dead.
Nathanial William Jericho
player, 44 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Wed 24 Nov 2010
at 02:25
  • msg #950

Re: OOC III


 That's the nice thing about standardisation - you can police up ammunition from bodies. Hell, that's usually the first thing I grab because it takes a damn' clip to burn through body armour.

 As for radar... well boss:

 Depends on the radar and the target.

 I'm figuring that our radar sets are fairly good, but unexceptional - the technology of Rifts isn't the technology of the real world, but rather the future as seen from the eighties and nineties. That makes it easier to handle the 'but I want!' from folks with too much time on their hands and access to back-issues of soldier of fortune. ^_^

 On that basis, most low-level ground units are going to be undetected because they're moving behind terrain features or against background clutter. Many of the large bots on the other hand will have a radar signature that sticks out like a sore thumb because they're solid high-density metal, shaped like novelty sex toys and better than thirty feet tall.

 If on the other hand we were going for more modern tech... well:
 http://en.wikipedia.org/wiki/B...d_Surveillance_Radar
 You'd have one hell of a headache.

 Oh, and thinking about it maybe the fact that so many units have a moderately good radar is why there's little or no ballistic artillery, because it's so very vulnerable to pinpoint counterfire since it can be localised within seconds?
 Not that I think K.S. thought of that since if he had he'd have written a lecture on having done so and inserted it into the book in place of something less important, like the skill rules. ^_^
Moloch
GM, 2338 posts
Pluto Company
Wed 24 Nov 2010
at 02:49
  • msg #951

Re: OOC III

Ok... well going forward I will include tall Power armours and giant robots on the radar.

But as an FYI - All of my military experience comes from war movies and TV shows like Star Trek and BSG. And the tiny bit I picked up as a security guard as far as chain of command and radio codes go.

I really have no idea how alot of military technology works, or what should or shouldn't be available to the CS.

but that is where a couple of you come in. There are 5 or 6 of us who have been RPOL-ing for years together, and to me these games and house rules belong to all of us.

I wonder how many PCs I have killed by not telling them a giant robot was coming up on their position that they SHOULD have known about... hmmmmm
Nathanial William Jericho
player, 45 posts
Mil Spec (1st Lt.)
Ab, Fe, Mk. CH(3).
Wed 24 Nov 2010
at 02:54
  • msg #952

Re: OOC III


 That's why I mostly hold to the 'it's the future of the eighties' motif instead of pushing the boundaries of modern technology. If the Coalition had someone with a working brain doing their weapons design they'd have all kinds of wickedness available.
Keth
player, 42 posts
Elven Juicer
Mercenary - Squad One
Wed 24 Nov 2010
at 02:55
  • msg #953

Re: OOC III

the elite units would but the normal grunt would have the mass production crap
Paul Nordin
player, 6 posts
Corporal
EOD Spec
Wed 24 Nov 2010
at 02:56
  • msg #954

Re: OOC III

Artillery is still very much alive and well.  Despite the fact that with those radar systems and their impressive pinpoint capabilities, it still takes upwards of 5-7 minutes to put guns on target in response.  And that is only if you have systems available to take them out.  Air assets also take time to put on target if there are none on station.

Ground Radar is impressive, but there are still significant issues with using them.

Point is, don't go beating yourself up, Moloch.  There are all kinds of things that could've prevented ground radar from saving those players to include jamming and stealth capabilities, as well as just plain old poor utilization of equipment or failure to communicate from one group to another.

Almost twenty years in the Army and believe me, I try not to rely too much on anything other than my own skills and knowing that my buddies have my back.
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