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[OOC] The Road to Redmond

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Walks Through Walls

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« Reply #225 on: <11-29-10/0906:43> »
I understand I'm not in the best position to take care of it, but it has to do with how I envision the character acting. She was a thief and because of this doesn't always think about letting others know so they can react to a threat. For so long she was her only backup.

However, since she has become part of a team she feels a loyalty to that team team and with woofer down right by the grenade (and she doesn't know if he is knocked out or took a severe wound) so acted to try and prevent disaster and is hoping for the best.
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inca1980

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« Reply #226 on: <11-30-10/1109:33> »
@Kontact:
 I think it's a little bit subjective what "moving past" means...it really has to do with intention of the mover.  I would say intercept can be used anytime the mover moves into melee range of a player but does not attack.  Otherwise it gets dicey trying to figure out what "moving past" the player means and if you really want to get down to semantics Mercedes was moving with no intention of attacking the guard and the grenade was somewhat "behind" the guard.  But rather than argue where things are microscopically placed let's just say that intercept can be used anytime a player moves into melee range of an enemy and does not attack that enemy during that action phase.  

The qualms you have are legitimate but are primarily due to the fact that what i'm imagining in my head is different from how you're imagining it in your head on the micro level.  For example i imagined that the grenade had been kicked in a direction that made it easier for Mercedes to get to and I imagined that when the guard picked it up and threw it, Mercedes' attempt to move towards the grenade brought her in melee range of G2.  Next time we have a melee I can clearly see that it's not gonna work unless I keep a rather detailed map of the situation otherwise we're all thinking different things in our heads.  Perhaps my carelessness in describing the physical layout of what I'm seeing in my head is partly to blame so I will attempt to be more consistent from now on, but I think a constantly updated map that is to scale is the only way to solve this.  I don't have any problem doing that because I actually feel combat in PbP is pretty fun and works almost as good as table top except for that one little detail which we can fix.  This melee is almost over it seems so we'll just keep going as we have and just accept that actions that were taken as part of the plot and then just move on from here.  Next melee will have a detailed map.
« Last Edit: <11-30-10/1138:24> by inca1980 »

FastJack

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« Reply #227 on: <11-30-10/1216:38> »
Hey, I'm good with it. Sore jaw and all... ;)

Kontact

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« Reply #228 on: <11-30-10/1955:01> »
@Kontact:
 I think it's a little bit subjective what "moving past" means...it really has to do with intention of the mover.  I would say intercept can be used anytime the mover moves into melee range of a player but does not attack.  Otherwise it gets dicey trying to figure out what "moving past" the player means and if you really want to get down to semantics Mercedes was moving with no intention of attacking the guard and the grenade was somewhat "behind" the guard.  But rather than argue where things are microscopically placed let's just say that intercept can be used anytime a player moves into melee range of an enemy and does not attack that enemy during that action phase. 

The qualms you have are legitimate but are primarily due to the fact that what i'm imagining in my head is different from how you're imagining it in your head on the micro level.  For example i imagined that the grenade had been kicked in a direction that made it easier for Mercedes to get to and I imagined that when the guard picked it up and threw it, Mercedes' attempt to move towards the grenade brought her in melee range of G2.  Next time we have a melee I can clearly see that it's not gonna work unless I keep a rather detailed map of the situation otherwise we're all thinking different things in our heads.  Perhaps my carelessness in describing the physical layout of what I'm seeing in my head is partly to blame so I will attempt to be more consistent from now on, but I think a constantly updated map that is to scale is the only way to solve this.  I don't have any problem doing that because I actually feel combat in PbP is pretty fun and works almost as good as table top except for that one little detail which we can fix.  This melee is almost over it seems so we'll just keep going as we have and just accept that actions that were taken as part of the plot and then just move on from here.  Next melee will have a detailed map.

Oh, I'm not trying to make a stink or anything.  It's just that entering melee range with someone is a pretty serious thing, and I wouldn't assume someone was doing it without them stating their intent... unless they didn't know the combatant was there... But, it's one of those things where, because it's difficult for all of us to get on the same page with the location of things, that I'd appreciate it if you warned me that I was moving an arms length from an enemy.  I may not know where everything is, but my character really ought to. :D

At least the guy is now officially engaged in melee combat with Mercedes, and even the +3 melee bonus from attacking a prone target is quite alright when balanced against the -3 firing in melee penalty to fire a full auto burst and straight up end her.

FastJack

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« Reply #229 on: <11-30-10/2325:42> »
I think what happened is that I moved up to where Woofer is, told the ork to toss the grenade, and in the process he wound up in melee range with me... At least that's how it played out in my head.

Kontact

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« Reply #230 on: <12-01-10/0418:13> »
Oh, man, you totally did just try and run past a dude...  ha!
Only way you could have seen the grenade and arrived by woof..

yikes..

FastJack

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« Reply #231 on: <12-01-10/0941:20> »
Figure it's better to discuss here.

Okay, Mercedes might be able to talk our way out of trouble, but we'd have to knock out all the guards before reinforcements arrive--and there's no guarantee that it would work. Otherwise, we need to beat feet. B.B. can drive Woofer's car, I'm assuming, and if Cynthia wants to stay behind to recon, I have no objection. The big problem is if she is spotted, she's on her own since we're down a man and probably won't be able to come to the rescue if the fit hit the shan.

Also, Sludig, you out there? Haven't heard much from you (granted, Woofer's been unconscious...)

Sludig

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« Reply #232 on: <12-01-10/1428:45> »
Yes, I'm here, woofer being unconcious, no point in posting. :D

Kontact

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« Reply #233 on: <12-01-10/1827:55> »
Can we even get the car into the neighborhood?  If so, Walks would be better off using Physical Mask to disguise it and all of us.

Something to consider is that the whole combat took roughly 6 seconds.  Patching the Shaman up took about 3 more seconds.  All-in-all, it's been about a minute since shot one.

If you need a good lie to try and buy us some time, you could say that some guys on bikes drove past and threw a pipe bomb then drove off.  Convince him that it's probably a distraction and they should increase the security at the other entrances.

Or, we could book it out of there and I use Sheldon's contact info to try and talk to the guy.  Do the shadowrunner special.  Offer services in exchange for leniency and access to what we need.  Honestly, the dude needs to have his matrix infrastructure upgraded... It would take me less than 15 seconds to turn off both guards wired reflexes and then blind their shaman with streaming porn.  That's three massively reduced assets and 70k worth of gear broke or gone.  Dude needs to fix that.

Oh, and sludig, what's Woofer's damage track looking like?  How many hits do I need to patch him back to consciousness?

FastJack

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« Reply #234 on: <12-01-10/2029:55> »
That's the story I was thinking of using, but it only works if the shaman and guards are out cold...

Sludig

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« Reply #235 on: <12-01-10/2122:41> »
10 stun, so he was out like a light, no physical.

Kontact

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« Reply #236 on: <12-01-10/2208:09> »
That's the story I was thinking of using, but it only works if the shaman and guards are out cold...

Not really.  I can just cut the guard's mics and route your audio through the unconscious shaman's link.  He's the leader of the squad, so the one that Sheldon would want to talk to.

Want to give it a try?

Kontact

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« Reply #237 on: <12-01-10/2223:11> »
10 stun, so he was out like a light, no physical.

So, first aid should get you back on your feet in no time and I've got some R6 stims if you need, for the penalties.

FastJack

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« Reply #238 on: <12-02-10/0250:08> »
I took it from inca's post that reinforcements are about to come out on top of us...

Walks Through Walls

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« Reply #239 on: <12-02-10/0928:22> »
I could use my taser to knock out the guards if that is really necessary. I think that we need to either go for it right here right now or else fall back and try to figure out another plan. Probably using stealth to get through the perimeter and leave the vehicles stashed somewhere. I am up for either. I think we are majorily on the clock at this point so I think whatever we do it needs to be soon. I mean for the overall mission not just the fact that we just jumped a crush checkpoint.

The other question that brings up is that this was a pretty heavy duty checkpoint with two wired guards and a shaman. I understand the Crush are a mojor player in the gang scene, but this rivals the security that a good corp would have at a perimeter. Either we got unlucky and hit the strongest one or there is something very serious going on.
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

 

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