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Author: Subject: Millennium's End for Dummies.
Speed
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[*] posted on 6-7-2009 at 19:05


Yeah, combat IS really slow... a good program to speed things up would be VERY helpful



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GrumpyKiwi
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[*] posted on 7-7-2009 at 05:57


Well I used an Excel spreadsheet with some macros to do all the damage calculations. Made it a lot faster for me.

Going back to Melee Combat, it was fine with just two blokes throwing fists at each other. It was only when the martial arts components came in that it slowed down. A bit too much like D&D for me with all the specialist classes and stuff. Comes down to taste I guess.




Close only counts with horseshoes and handgrenades (and 8" artillery rounds and thermonuclear detonations)
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[*] posted on 7-7-2009 at 21:08


I guess I've just been blessed to never have to use them lol. Had a character wrestle a gun away once, but that combat ended rather quickly ^_^

I'm sure there's areas where martial arts could come into play, and maybe the detail would be cool, but it's not that often or me. My crew is pretty much strictly guns and computers. Oh yeah... and C4... ****ing nutjob engineers lol.

In most of my games (other systems) when hand to hand comes into play its usually cutting a guards throat from behind. I always handle this by doing perception vs whatever-sneaking skill a few times until the PC is right up on him and skip the combat roll. A cheap coup de grace, I know, but it's something I borrow from Hollywood for fun's sake. Besides, failing one of those sneak rolls will more than likely wind up with the character's demise or hospitilization.
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AJCrowley
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[*] posted on 7-7-2009 at 21:13


what's wrong with C4?



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[*] posted on 7-7-2009 at 21:38


example: *The team sneaks through the camp covering the sleeping guards (their food having been drugged by the team's spook.), the dark sky permeated only by the few flickering remains of untended fires. They found the objective at the center of the camp. The girl was locked in a small iron cage constructed out of 1" cold-rolled steel bars. Roscoe, the team leader, looked back and motioned for SwampRat to come to his side. "Alright, door's locked. What we got?" SwampRat rustles around in his pack and hands Roscoe a paper package, which he then opens.*

Roscoe's player puts his head down on the table. "What the hell is it dude? What'd he give you?"

"C4"


This has been a running gag ever since... Of course, what can you expect from a guy with a callsign like "SwampRat"...
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[*] posted on 7-7-2009 at 22:00


i think there's a rpg inspired line, "all the problems of the world can be solved by finding the right long haired pretty boy and beating the shit out of him".

"All the problems of the world can be solved by the correct application of high explosives" is my version.




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GrumpyKiwi
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[*] posted on 8-7-2009 at 04:07


Plan B is "Use twice as much C4 as Plan A".



Close only counts with horseshoes and handgrenades (and 8" artillery rounds and thermonuclear detonations)
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[*] posted on 9-7-2009 at 21:30


It's been years since I played, but I remember a combat that took 20 seconds (real time) took us over an hour (or was it 2???)

Are there any places online to download combat progs???




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[*] posted on 10-7-2009 at 06:14


PM me with email address and I will email you the spreadsheets and Ouch!

Also, my mate John wrote a Java version of the Combat Results calculation, but he needs to do a front end for it (web based or perhaps as a Blackberry App). I have some hopes for it to be completed this year.




Close only counts with horseshoes and handgrenades (and 8" artillery rounds and thermonuclear detonations)
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[*] posted on 24-7-2009 at 21:05


(PM Sent to GrumpyKiwi)

Currently I am working on Hand to Hand stuff for my game. I figure that if I don't have a fast way to do it I won't include it... as a fan of chop-sake flicks and Bruce Lee I hope some easy hand to hand system gets ironed out.

Monkey Steals the Peach!

LOL




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[*] posted on 28-7-2009 at 00:45


I actually tried contested rolls our last gaming session instead of the body maps and it worked out ok. If a punch or kick succeeded I subtracted -15% from all of the defenders actions, with a constition roll vs the difference between the rolls.

Bubba takes an uppercut to the jaw from Tammy, the local bar maid who takes self defense classes on weekends.

Bubba rolled a dodge of 57 while Tammy hit him with a 73.

So that's -15% for the hit and another -15% for the difference between rolls. (73-57=15)

Now, Bubba has to roll over 30% (Constitution Roll) to stay in the fight. He's a healthy 'ol hick so he should be just fine.

This is VERY rudimentary, and later I'll probably take this a little deeper, but it worked for us and no one seemed to mind especially since we see very little hand-to-hand.

Coming up with a formula to determine more realistic strike modifiers based off of strength and relative skill would be ideal, but I'm kinda busy with work and everything at the moment but maybe this will help out and you can test it and see if you can come up with anything else?

Thought about a replenishing rate, but a hand-to-hand fight is more about endurance than strength so unless a character doesn't engage in any kind of active attack or defense it wouldn't matter.
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[*] posted on 7-8-2009 at 22:04


My first game (in a long time) of M.E. was a success... like I figured the H-H stuff slowed things down. Basically I want to be able to calculate damage and it's effects in 10 seconds or less. The story line worked well, and my (prepare for the worst, hope for the best) mentality for running games is still with me. I make copious notes and diagrams, then I do almost everything in game off the cuff.... It works great for me, and my players like the result. We played for 5-6 hours and they haven't even left the vault yet!

I think I will just make my own damage calculator.... since I use the optional Armor Penalty Rules and I like things to be exactly the way I want them to be, it might just end up better. My GF is great with excel so I might as well make it.




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[*] posted on 9-9-2009 at 15:35


Check the M.E. group for a new message

EDIT it was nixed because of the attachment, Roger and I are sorting it out




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[*] posted on 24-2-2010 at 21:24
Hello Hello


Link to some of my game stuff, more on the way!:D

LINK:
http://s293.photobucket.com/albums/mm63/demonshandmademaille/Wasteland/




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[*] posted on 16-4-2010 at 23:20


In game and out of game stuff is going well on my end. I sent out the PC creator on the milleniums end chat group , if anyone wants the link let me know and I will get it for ya (BTW it's for personal, non-commercial use only, and it's a WIP)

Going to school for my GED, picking up night school and keeping myself sane is a full time job with overtime




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[*] posted on 27-4-2010 at 08:19


Hello

I am looking for a working version of the Character Generator (MECS?).

So I would be glad I you post it here. :D

Thank!
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[*] posted on 29-4-2010 at 21:37


i do have a copy, but this hosting here is kinda against software etc.... it's 3 megs zipped

could email it via yahoo or the like if you want to leave your email address....




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[*] posted on 10-5-2010 at 19:24


My game is on hold indefinetly as the player base not strong enough, nor are the choices of in-person players of the caliber that I require.

For now, my energy is going into school and F3




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[*] posted on 11-5-2010 at 15:10


You should try running SLA instead.


:D:)




"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don’t much care where ..." said Alice.
"Then it doesn’t matter which way you go," said the Cat.
"... so long as I get somewhere," Alice added as an explanation.
"Oh, you’re sure to do that," said the Cat, "if you only walk long enough."

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