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[OOC] Horizon AFOC: Lights! Camera! Action!

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Pyromaster13

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« Reply #240 on: <01-30-12/2332:51> »
Is the mob still crazy after us even though one of the intruders is now unconscience?

Kouryuu

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« Reply #241 on: <01-31-12/0049:45> »
Is the mob still crazy after us even though one of the intruders is now unconscience?
yes the mob is still crazy, and the one unconsciousness is in the green walled room Only Rafa sees them.
you probably do not even know that there are some intruders there, as rafa as not told you about them.
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AalithHUN

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« Reply #242 on: <01-31-12/0305:48> »
Professor comes after Freya just like in the previous IP. And he may finally cast that spell :)

Kouryuu

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« Reply #243 on: <01-31-12/0817:37> »
Professor comes after Freya just like in the previous IP. And he may finally cast that spell :)
Next CT
AS far as i understand the rules he can go physical only in the 1st and 2nd IP, astral he gets the 3rd as well, but to cast he needs to be materialized.

Quote from: SRA page 145
Initiative Passes
Some characters may have magic or implants that allow them to act more than once in a Combat Turn. When this occurs, the Combat Turn is divided into Initiative Passes. Everyone gets to act during the first Initiative Pass (in order according to their Initiative Score), characters with two actions get to go again during a second Initiative Pass, characters with three actions get a third action during a third Initiative Pass, and so on. Most characters may not act in more than 4 Initiative Passes in a Combat Turn (even if they spend Edge). If a character does not get an action that allows him to act during an Initiative Pass, he can do nothing; he must bide his time until the next turn. The character also gets no Free Actions during those extra Initiative Passes; he may, however, still dodge and defend against attacks.
The same Initiative Score is kept for the entire Combat Turn—do not re-roll it for each Initiative Pass. The only way to affect an Initiative Score during the Combat Turn is with wound modifiers. The number of Initiative Passes in which a character gets to act during a Combat Turn should be noted on his character sheet.

Switching Initiative
In some cases, a character’s Initiative or Initiative Passes may change in the middle of a Combat Turn due to the use of certain gear, spells, or abilities (turning on your wired reflexes, for example, or a magician re-entering his body from astral space). If a character’s Initiative attribute changes, immediately apply the difference as a positive or negative modifier to the character’s Initiative Score. This new Initiative Score applies for any subsequent actions in that Combat Turn. So a character with Initiative 8 and an Initiative Score 11 who activates an implant that changes his Initiative to 10 (+2) immediately raises his Initiative Score to 13 (11 + 2). If the number of Initiative Passes available to a character increases, that character does not gain the extra Initiative Passes for that turn. So a magician with 1 IP who takes his first action to astrally project (+2 IP) does not gain any extra actions that turn, but he will have 3 IP for the next turn.
If the number of Initiative Passes available to a character decreases, then that character immediately loses any extra Initiative Passes for that turn he might have had. So when that same magician returns to his body, he immediately loses 2 IPs on that turn.
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AalithHUN

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« Reply #244 on: <01-31-12/0917:12> »
I know, but he joined the fight in the second IP, so that was his first action (materialize) and now comes the second action, casting. Thats two IP-s.

I mean combat turn is just a game term, in the combat, he only acted once so far, now why would he need to wait until the next combat turn with the casting? He has 3 IP in astral and 2 IP in physical.

I think the "if the character does not get an action.." part is relevant, when you are actually IN the fight. I called him in the first IP, you said he must wait with his action until the next IP, now please don't punish the spirit more by only allowing 1 action in the combat turn when he was summoned! :(

Kouryuu

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« Reply #245 on: <01-31-12/1041:52> »
Sorry but this is just the way i understand the IP system,

and in numbers of the CT - we say that the CT is 12S long, each IP takes up a proportion of the 12S according to the number of IP's the character has.
1 IP takes up 12S
2 IP's take each 6S
3 IP's take each 4S
4 IP's take each 3S

just because he joined after the first IP when the 3S from max 12 s had passed he can not fit the 2x6S into the remaining 9S space of the CT

Just to be logical more IP's mean you can do more in the same time, it does not mean your character moves for a short while and then waits standing still, even if the Turn based structure of the game makes it look so.

and as i see it, your spirit should have appeared after you have finished your only IP, so that would mean in CT2, but whatever, he still got the materializing.

OK everyone, voice your opinion and we go with the majority.  ;)
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AalithHUN

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« Reply #246 on: <01-31-12/1057:52> »
Hey, your game, your rules. I'm just saying that this way (by not letting the spirit act in the IP he was summoned, then saying because he couldn't act in the first IP, he looses an IP-s worth of action) you limited the spirit to 1 action. Normally he would have at least two or three actions per turn. Now the spellcaster wasted his actions on calling and commanding the spirit, the spirit wasted his action by not acting in the first IP then materializing - meaning I effectively cannot do anything in the first turn of the combat if I want a spirit by me.

No to mention if he casts the Improved Reflexes in the next CT, that will not take effect until the turn after that (because of the rule of gaining IP), so this whole thing was effectively useless, because in the third turn, the fight will most likely end this way (with every other character acting 2-3 times per turn, the mob is diminished, Rafa headshots the intruders)

But I can adapt, so just say what's your ruling and next time I'm not summoning a spirit, just cast spells. :)

Kouryuu

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« Reply #247 on: <01-31-12/1127:05> »
Hey, your game, your rules. I'm just saying that this way (by not letting the spirit act in the IP he was summoned, then saying because he couldn't act in the first IP, he looses an IP-s worth of action) you limited the spirit to 1 action. Normally he would have at least two or three actions per turn. Now the spellcaster wasted his actions on calling and commanding the spirit, the spirit wasted his action by not acting in the first IP then materializing - meaning I effectively cannot do anything in the first turn of the combat if I want a spirit by me.

No to mention if he casts the Improved Reflexes in the next CT, that will not take effect until the turn after that (because of the rule of gaining IP), so this whole thing was effectively useless, because in the third turn, the fight will most likely end this way (with every other character acting 2-3 times per turn, the mob is diminished, Rafa headshots the intruders)

But I can adapt, so just say what's your ruling and next time I'm not summoning a spirit, just cast spells. :)
As the spirit looks like to be faster then Eddy he will have cast the spell before Eddy starts the CT ,meaning before he can act. so you will get even 4 IP's next CT if the spirit does not glitch on the spell casting.
you OK with that?
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Sentinemodo

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« Reply #248 on: <01-31-12/1138:22> »
i try not to be over realistic in combat. going with your scheme Kour you'd need to resolve the actions in the sequence of ending actions, meaninv that I'd act as the last one in the combat turn not as last one in the inig pass.

I am quite ok with act in first second of the combat turn and stare stupidly for the next two. I go with your method only for calculating distances of moves.
Sorry for a small delay ;)

Denver Missions
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running 13
runners: Caretaker Jerry

AalithHUN

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« Reply #249 on: <01-31-12/1156:27> »
It's okay for me :). It seems like the problem is always with me somehow and I can connect the dots...I don't wanna argue on every step, so I'm ceasing fire and try not to cause problems for a while :) We are here to play a game, after all!

So who's up in IC? Let's kick their collective asses!

Sentinemodo

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« Reply #250 on: <01-31-12/1159:15> »
its pyro now.
Sorry for a small delay ;)

Denver Missions
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Kouryuu

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« Reply #251 on: <01-31-12/1204:27> »
i try not to be over realistic in combat. going with your scheme Kour you'd need to resolve the actions in the sequence of ending actions, meaninv that I'd act as the last one in the combat turn not as last one in the inig pass.

I am quite ok with act in first second of the combat turn and stare stupidly for the next two. I go with your method only for calculating distances of moves.
the action is starting at the start of the IP, as your spell, for example, but the time spent to preform it is the whole IP,
in other words the IP take effect at the IP start, but you still do the same action or are in the and of the action when something happens to to you, for example Freya is still holding her Taser aimed at Sanchez, when Utha attacks her, this is the most realistic we can have. i think.

so basic we have the same system as in your game(mission 2). but the IP changes have to be in the take effect only next CT with the exception the Char has not yet moved or had more then one IP to start with and could have 2 IP if the IP boost is up to 4

hope this clears it up, so even if the spirit boosted Eddy's IP's he would have none extra ip this CT, but as the spirit will boost them before he acts next IP he will recieve extra IP's.  ;)
Hope everybody happy with this
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Kouryuu

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« Reply #252 on: <01-31-12/1206:10> »
its pyro now.
Pyro and Caramelle roll dodge and soak if needed and Pyro has his 3rd IP
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Xzylvador

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« Reply #253 on: <01-31-12/1216:25> »
Kour, you're confusing the "time" of CT and IP.

One Combat Turn is 3 seconds. Always.*
Then you just look at how many IP's the people in the combat have. In this case, the highest number is 3, so every IP takes 1 second.

A person with only 1 IP can take one complex action or two simple actions + a free action. The first chance he gets to take that action is when his initiative number comes up, but he can choose to delay one or more actions and use them in the later IP's. (Though he must have used them by the time the last IP has passed, he can't delay them into a 4th Initiative Pass)

A person with 3 IP's can take 1 complex (or 2 simple) action every pass. If he chooses to delay and takes actions into a Pass, his others from that IP are lost. This way, he can't hold his actions from IP 1&2 and do 3 complex actions in the 3rd IP. (And same as before, he must take them up before the end of IP3, he can't force a 4th IP to be created)

Things get a bit weird when inserting new combatants/spirits or taking initiative-changing actions (read: Increased Reflexes spell) halfway in combat. The general rule seems to be that new persons should be considered to act like they already were in the initiative, they just didn't know it. So if guard-with-3-IPs opens the door and steps into combat on the second IP, he can still act once in IP3; he does not get 3 passes because "he hasn't had any actions yet".
Things that add initiative or passes usualy only come in play during the next CT (NOT IP). So a 1-IP-mage that gets 2 extra IP's from a spell, gets those extra actions only in the next combat turn, not this one.
Things forcing a loss of actions however, get activated immediately. If a increased-reflexes-pumped-mage gets dispelled in the first IP, he doesn't get actions in IP2. If a spirit loses actions because of materializing (and drops from 3 to 2 passes), he doesn't get to act in IP3.

(* Well, for normal combat anyhow, chase combat with vehicles is different but not important now.)

The only question which remains is if a spirit being pulled out of standby uses an action to show up. Personally, I don't think this is so and I think Eddy could have called the Professor in IP1; the Professor could have then used his IP1 action to materialize and could cast a spell in IP2.
If Eddy had called the prof in the second pass however, the spirit couldn't have done all this in time.
But it's not too far-fetched to assume that a spirit takes at least some time & effort to transfer from its metaplane to this one, so it's your call.

Edit: Ick, Ninja'd 4 times while writing this, no time to catch up now.

Caramelle

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« Reply #254 on: <01-31-12/1432:08> »
Avioding damage (5)
No Soak needed.
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