So, Blueshift will work a little differently for weapons, which means that we get to do another round of weapon balancing! Woot! (This post is mostly for Matt, but we can have other folks help if they are interested.)
Multi-die attack
Fist off the Blueshift game will be running multiple attacks simultaneously. When firing an SMG or an Assault Rifle, that will help a lot to give it a better feel for this game, as opposed to Mayhem. That means we have a different variable to take into account for combat. HOWEVER, that also means that something else has got to simplify, so that calculations can still run smoothly. That means really minimal bonuses.
Attack
Weapons have an accuracy from d4 to d10. (again, d12 for outside modifications) The only bonus that should be attached to this is for accuracy ranges. Close range weapons (smg, melee weapons) would have a bonus from +2 or +4
Defense
The defender will roll their defense die, which is based on their dodge, ranging from d4 to d10 (d12 can be achieved through other abilities or modifications.) The only bonus that should affect the defense roll is the character's cover bonus, which would range of +2 or +4, (moderate/heavy cover)
Shots per Attack and Hits
Weapons will either file a single shot, (indicating a weapon like a heavy rifle or launcher,) or 2 shots, (quick pistol,) or 3 shots, (automatic,) all the way up to 5, (bullet-hose SMG.) The number of shots that beat the target's defense value will be counted as "hits."
Damage per attack
This is where I get torn. I prefer to just set a standard damage value, and multiply that by the "hits" to get damage. (which is what I've explored thus far.) Aubrey says that we should give it a single damage die, (d4 to d10, d12 reserved for modifiers,) and roll one die for each "hit".
Speed
Yep. We're rocking the combat wheel. Huah. Currently working with VF, F, A, S, VS, but thinking of simplifying it to fast, average and slow speeds, though.
Crit
Right now, we don't have a crit mechanic. Since the number of "Hits" basically counts as a damage scaling mechanism, I don't think that crits are really super necessary.
Range
Each weapon has three range increments, close range, standard range, or long range. Standard range always has no bonus. Long range usually has a penalty, short range usually a bonus, though some weapons, like the sniper rifle, are reversed, gaining the bonus at long range and the penalty at close range. The exact range increment for these is different depending on the weapon. Weapons cannot fire longer than the long range option.
Energy Drain
Tech-weapons have an energy drain, and will need to equip a generator in order to compensate. This provides a way to over-balance some weapons, since energy will need to be split and prioiritized between different gear and shields, etc.
Weight
Weight will be necessary for character balance, limiting the amount of heavy tech any given character can equip. Like energy drain, this would need to be split between gear in order to work. The amount of weight that a character can handle is based on race.
Personal Shield
An electromagnetic shield essentially acts as traditional HP for a character. The shield soaks damage until it drops. After which the NEXT attack can injury the actual character. Personal shields have a shield value, weight, and energy drain.
Injuries
Once the player has dropped their shield, they can only take a number of "injuries," before death. Humans can take two. (third hit kills them.) Really tough characters end up with 5 or 6 injuries. This isn't hit points, like damage. Weapons are tremendously destructive if you don't have some kind of a personal shield.
Physical Armor
Physical Armor allows the character to soak more injuries before death.
So that's the basic attack mechanic. Going to put in the next post with more information in a moment.