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Using HMW rules for an RPG Concept

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Using HMW rules for an RPG Concept

Postby Blackstreak » Sat Mar 08, 2008 6:12 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
I've been playing this game for some time now and for some crazy reason it occurred to me. What if HMW rules were used in creating a roleplaying system? But I had some questions to translate this into rpg terms, and some thoughts for adding to the HMW.

First the thought for HMW. Is there a way to add on to the armors available for installing, or perhaps changing the list to reflect actual armors used in the transformers genre? What I mean is this. I've never seen Iron, Aluminum, or U238 actually being used in any of the series (as examples) or mentioned in any tech specs. But I have seen or read of Durabyllium, Malibdium, Polymer-Steel, Sillenium Steel, Stainless Steel, Titanium, and Trythillium Steel. What I want to know is if they can be added with their own stats and such.

Second, regarding actual number crunching for roleplaying I have 2 questions now that I remember them. 1)Weapons are rated as dealing damamge from 'Light' to 'Incredible'. Are there assigned percentages of damage dealt to these ratings? If so, what are they? 2)I understand damage that is dealt to a transformer is absorbed first through Armor then Endurance. Are there specific amounts of absorbed damage assigned to each armor type and to each rank of Endurance? What would they be?
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Re: Using HMW rules for an RPG Concept

Postby Tammuz » Sat Mar 08, 2008 7:20 am

so you basically want all the the maths my team's spent the last 3 years working out.....

Blackstreak wrote:
First the thought for HMW. Is there a way to add on to the armors available for installing, or perhaps changing the list to reflect actual armors used in the transformers genre? What I mean is this. I've never seen Iron, Aluminum, or U238 actually being used in any of the series (as examples) or mentioned in any tech specs. But I have seen or read of Durabyllium, Malibdium, Polymer-Steel, Sillenium Steel, Stainless Steel, Titanium, and Trythillium Steel. What I want to know is if they can be added with their own stats and such.


yes they could IF we had programmer who had both the skills, time, and inclination to add to them. at present only cealus has the ability(though it's totally unknown if it'll work or if it'll crash HMW big style.)

most of the armour's are either real world (U238 is awesome radiation shielding) or just sound cool

Blackstreak wrote:Second, regarding actual number crunching for roleplaying I have 2 questions now that I remember them. 1)Weapons are rated as dealing damamge from 'Light' to 'Incredible'. Are there assigned percentages of damage dealt to these ratings? If so, what are they? 2)I understand damage that is dealt to a transformer is absorbed first through Armor then Endurance. Are there specific amounts of absorbed damage assigned to each armor type and to each rank of Endurance? What would they be?


each weapon has a minimum and and a maximum raw damage limit, the RNG decideds what figure between these two extremes is used each turn, this is then multiplied by strength, modified by endurance, and divided by a combined armour/tonnage factor.

seiriously, autobots, learn to count

first of all forget percentages, that's just fluff, each TF has 100 HP.
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Re: Using HMW rules for an RPG Concept

Postby Blackstreak » Sat Mar 08, 2008 7:29 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Tammuz wrote:so you basically want all the the maths my team's spent the last 3 years working out.....


each weapon has a minimum and and a maximum raw damage limit, the RNG decideds what figure between these two extremes is used each turn, this is then multiplied by strength, modified by endurance, and divided by a combined armour/tonnage factor.

seiriously, autobots, learn to count

first of all forget percentages, that's just fluff, each TF has 100 HP.


I realize it was pretty complex. And it did occur to me to go through the battle logs, check damage dealt and cross referencing with endurance and armor. The math doesn't intimidate me at all. I'M FRACKIN' LAZY! And besides, I figure once all the numbers were figured out in the programming why go to all the trouble of doing it all over again?

:-? It really did not occur to me there really aren't percentages since the battle logs list damage dealt in percentages.

But seriously, if its too much to get actual numbers, and I realize it is, then its no big deal. I have some wild guesses listed.
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Re: Using HMW rules for an RPG Concept

Postby Blackstreak » Sat Mar 08, 2008 7:39 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Blackstreak wrote:
Tammuz wrote:so you basically want all the the maths my team's spent the last 3 years working out.....


each weapon has a minimum and and a maximum raw damage limit, the RNG decideds what figure between these two extremes is used each turn, this is then multiplied by strength, modified by endurance, and divided by a combined armour/tonnage factor.

seiriously, autobots, learn to count

first of all forget percentages, that's just fluff, each TF has 100 HP.


I realize it was pretty complex. And it did occur to me to go through the battle logs, check damage dealt and cross referencing with endurance and armor. The math doesn't intimidate me at all. I'M FRACKIN' LAZY! And besides, I figure once all the numbers were figured out in the programming why go to all the trouble of doing it all over again?

:-? It really did not occur to me there really aren't percentages since the battle logs list damage dealt in percentages. EDIT: Ah! I understand 'fluff'. Its just for show.

But seriously, if its too much to get actual numbers, and I realize it is, then its no big deal. I have some wild guesses listed.
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Re: Using HMW rules for an RPG Concept

Postby Tammuz » Sat Mar 08, 2008 7:51 am

1. the code is not to be given out, this was glyph's rule and was carried on by OS, i dunno how Mkall feels about it, but i'm not leaking anything to anyone.

2.the vast majority of what i know comes from experimentation, analysing battle logs, and the goodwill of players with more time on their hands than me, as such i will not post any of the Fruits of their Research anywhere without the majority of their approval(the exception being the staff forum since it's truely for the good of the game, and they have access to it anyway)

3. I don't like lazy people
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Re: Using HMW rules for an RPG Concept

Postby Blackstreak » Sat Mar 08, 2008 8:16 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Tammuz wrote:1. the code is not to be given out, this was glyph's rule and was carried on by OS, i dunno how Mkall feels about it, but i'm not leaking anything to anyone.

2.the vast majority of what i know comes from experimentation, analysing battle logs, and the goodwill of players with more time on their hands than me, as such i will not post any of the Fruits of their Research anywhere without the majority of their approval(the exception being the staff forum since it's truely for the good of the game, and they have access to it anyway)

3. I don't like lazy people


I can completely respect that (though you don't need to be a hater, just realize some tasks are too big and tedious for one person). And I had no idea about the rules. I actually tried to go through the logs and number crunch. And found a lack of information to tie things together. For starters enemy bots don't show armor in the profiles.
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Re: Using HMW rules for an RPG Concept

Postby neliz » Sat Mar 08, 2008 11:18 am

writing a good procedure for a battle gets harder with more variables.

If you want.. you can basically try to set it up yourself, low level.

write a process schedule and with each version try to implement a new variable.

[as long as bot not dead, do]
[roll D10, if lower than courage, attack]
attack
[bot1, roll D10, if lower than strenght do damage]
damage = attack - random(endurance)
[end loop]

now.. ofcourse it's gets harder with the variables, but it's just as hard to balance things

things like evade are easy to implement, but you might want to overhaul your whole setup if you want to add an intelligence "bonus" to the damage done.
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Re: Using HMW rules for an RPG Concept

Postby Blackstreak » Sat Mar 08, 2008 11:46 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Oh, I get it. I'm not talking about a computer code. I'm talking about pencil & paper roleplaying. I don't know how to read or write code for games. I flunked programming in high school. I wouldn't want to steal other people's hard work in such a way anyways. I just wanted to translate the weapon damage ratings, endurance and armor absorption into some numbers. I can assign my own numbers, I just wanted them to be HMW accurate.
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Re: Using HMW rules for an RPG Concept

Postby neliz » Sat Mar 08, 2008 11:54 am

Blackstreak wrote:I can assign my own numbers, I just wanted them to be HMW accurate.


I assume there's way to much calculation and tuning in the HMW engine that an AD&D based set would be much more.. preferable...
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Re: Using HMW rules for an RPG Concept

Postby Blackstreak » Sat Mar 08, 2008 8:34 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
neliz wrote:
Blackstreak wrote:I can assign my own numbers, I just wanted them to be HMW accurate.


I assume there's way to much calculation and tuning in the HMW engine that an AD&D based set would be much more.. preferable...


Well, I was hoping someone could remember the numbers without digging in the codes. I've already developed some D20 rules that are ok. I just wanted to see what the HMW rules could pull up. And as Tammuz pointed out assigning numbers is a matter of playtesting and see how the number crunching does.
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