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Combat Flow & Time
Posted: Sun Sep 20, 2009 9:42 am
by Dugan
When there is any sort of combat 'Phases' are used. In each phase a character is able to use their Combat Actions (CA) to perform any action they want to do (the GM will normally work out what you are able to do in the phase so just decribe your actions). A phase is 2 seconds long.
So once you enter combat try and take this into account, don't assume just because you have shot something its dead, as its up to the GM to roll your shot accuracy, penetration etc to determine if its dead.
Thats why I don't like advancing the story to much in a combat situation as your dealing with seconds rather than minutes of time.
Re: Combat Flow & Time
Posted: Sun Sep 20, 2009 3:22 pm
by Caparzo
Thanks for the explanation. I have been wondering.
Re: Combat Flow & Time
Posted: Sun Sep 20, 2009 6:38 pm
by Nick
The it is of course easier if the GM helps to bring the story along. I have not done this very good these last weeks. Real life has been tough on me and I have a really bad conscious for leaving You hanging somewhat. So I sat down yesterday to write and work calls - Riot police deployment. Just got home from that...
Again sorry for the slow turnaround this time. Writing new turn now...
Thanks for Your patience, You're great!
//N
Re: Combat Flow & Time
Posted: Sun Sep 20, 2009 7:39 pm
by Caparzo
No worries Nick, thanks for the great game.
Re: Combat Flow & Time
Posted: Mon Sep 21, 2009 4:50 am
by Quinn
What happened this time?
Re: Combat Flow & Time
Posted: Mon Sep 21, 2009 7:45 am
by Jean
I still don't understand any of it. I'm trying to, but the rulebook says the same thing that you just said, and I don't understand that either. I'm trying. This game plays differently than what I'm used to.
Also, Jean threw the chest-burster in an opposite corner before it was shot. So I don't think that the girl that died in the story should have had any bullet holes in her.
Just an observation. But also, yeah I'm going to need more information about the time flow thing. I didn't understand it at all.
Re: Combat Flow & Time
Posted: Mon Sep 21, 2009 12:02 pm
by Kurosaki, Ichigo
Quinn wrote:
What happened this time?
Knowing Sweden, it was probably about football scores or political demonstrations. Japan released a funny video in 2002 about "hooligans' and what to do when meeting a hooligan (for those who don't remember, Japan and South Korea hosted the FIFA World Cup). IN the video, the narrator says to 'watch out for the vikings, they are very tall and blond and drink lots of beer. This adds to their rowdiness factor' or something like that.

Re: Combat Flow & Time
Posted: Mon Sep 21, 2009 4:43 pm
by Nick
Yeah this time it was retard...sorry i mean football related.
Jean: Combat is played out in "phases" just think of it as short blocks of time. You can write quite much but in a more restricted time zone. If people start bringing the plot along too far the game quickly becomes freeform. No criticism against playing freeform but thats not how we do it here because we have a combat system with rather rigid (and far going consequences for the individual player) we don't do that. The game would deteriorate into chaos in five turns or less...
Hope You understand, I really like Your writing btw.
//N
Re: Combat Flow & Time
Posted: Tue Sep 22, 2009 2:37 am
by Jean
I'll just hang on the heels of the other writers in this story until I understand it in a more hands-on way by doing what I'm doing. I'll understand sooner or later. Until then, I'll just be your loyal android and stick to someone like glue in the story. I assume that I can't go wrong this way.
I'm glad you enjoy my writing

Re: Combat Flow & Time
Posted: Tue Sep 22, 2009 5:06 am
by Caparzo
Jean I think this was more my doing when I assumed the CB was dead from your and Quinn's writing instead of waitng for Nick to say it was dead and then advancing past it's death with my post.
But apology aside, I still do not understand when to say I am shooting something. I understand the alertness roll but will I get a heads up if I get something for it? Or do I have to state Alertness roll and then so many fire actions if I detect something to be able to shoot something coming at me?
Re: Combat Flow & Time
Posted: Tue Sep 22, 2009 11:33 am
by Nick
You are assumed to do alertness rolls all the time. Your characters will also defend themselves automatically and take immidiate action to preserve their own or another squadmembers life. All offensive actions are up to the player as are other actions. This is due to necessity of the medium we are using which is a rather clonky way to run something as fluid and quick as a fight.
//N