USH'S MATRIX GAME- Upcoming rules revisions

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Ushgarak
Don't panic! Nothing wholescale. These are tinkering changes being proposed now that the off-line game is complete and heavy testing is being done on-line.

More may be added as time goes by. However, no changes will be implemented until Training is done.

Incidentally, the game rules are called "Matrix- Nintendo". The Nintendo tag is meant to allude to the game's prioritising of fun, gameplay and accessibility over all else.

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Extended Glock being removed: In fact, there were three classes of machine pistols in early versions. This became two by the time of initial release because the Uzi-size class didn't work, but the standard Machine pistol was left at the wrong size. I corrected that. but then looking at it since then, the corrected, Medium size machine pistol has moved into where the Extended Glock was when the Uzi class was in.

Long story short- Glock 19E, as a distinct class, is out. It's the same as a Machine Pistol now.

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Knife nerfing: Not wanting to be drastic, but knives have to be toned down a tad. For a size 1 weapon, they are performing a long way above their weight! The exact nature of how they might be slightly toned down is not known, but their tap power is being looked at.

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Weapon switches: A look at the flexibility of carrying lots of weaponry around has happened. From now on, a weapon must be actively wielded to be used (a * will be next to a wielded weapon). It takes a turn to put away a weapon of large size or larger. You can simply drop the weapon to not waste a turn if you wish. Switching from smaller weapons happens automatically. You never need to switch to barehanded.

Furthermore, Guns of large size or larger will not be able to be used if an enemy is in close combat range. Smaller ones (i.e. pistols) will work in an Equilibrium style up-close now, but larger ones are too bulky.

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Storm Turtle nerfing: Not wanting to cripple it, but Storm Turtle is too good. Expect it to be tweaked down. Basically, if absolutely everyone is taking a power, it is always going to be looked at.

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Compatible scales: The two Scales powers will no longer be opposed. Originally a mistake on my part that I left in because it worked well, you will now note that powers like Jade Emperor and Healthy Tiger have been tweaked to outpace their Scales equivalents. So now they can go back in together, as they are less efficient than specialist powers.

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Twin weapons: Twinned swords/staves will definitely simply allow two melee attacks against different targets; great if being double-teamed by named characters.

The other twin weapons will be improved- definitely Hook Swords, at least, which off-line got rather shut out by Silver Prince + any Scales. Not the intention.

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Active/Inactive powers: The cache and download grid still exist. However, the general term 'active' now covers all powers in the cache, whilst 'inactive' covers all those not in the cache. Note that Auxilliary powers are Inactive; they just work anyway.

Other than reducing confusion, this is also more widely compatible. For example, programmes do not have caches or download grids, but still have Active and Inactive powers.

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Any more and I will let you know...

Fire
too bad on the revision on JE, now I need to switch powers around again, besides that nice going

Trickster
All looks good.

Lana
Killing my powers!

Ushgarak
Yayyyyy!

Fire
btw how solid are those character creation rules atm?

General Kaliero
Bah. Rules tweaking is weird... Are twin weapons still useful without being in a pile of enemies, then?

Ushgarak
Twinned Swords, you mean.

And, well, any weapon that does three damage by default is good! But it is the single sword that is the dedicated duelling weapon.

And I would say 90% solid, Fire.

General Kaliero
Twinned Swords, yes.

So Twinned Swords are good, but a single sword is gonna be better for one-on-one against named characters.

Ushgarak
Yup!

Captain REX
The close-range weapons not working at Large...does this apply to shotgun?

Ushgarak
Yes.

Fire
That was a weird question Rex, a shotgun, altho effective at close range still is hard to wield and aim correctly when you are in Melee combat with your attacker.

Ushgarak
More of a clarification than a change...

If you make more than one attack in a turn and tap a power to power yourself up, the powe-up only applies to the first attack.

This is of particular importance with, say, 10000 Bullets and Eagle Eye tapping together.

Ushgarak
Also, just to clarify on the 'simply' thing for Twin Swords.

There was a discussion there because there is, in theory, a mechanism for more than one person attacking one person. There was meant to be a way in which instead of two (ro three, or four) seperate attacks on the one person, it would combine into one super attack. Twinned Swords was meant to break that up a bit.

But- other than improvising with Mooks- that part of the system remains untested as of yet. So right now, attacks from multiple opponents wqork just like you think they would, and Twin Swords simply allow the two attacks when you are being ganged up on.

Lana
Originally posted by Ushgarak
More of a clarification than a change...

If you make more than one attack in a turn and tap a power to power yourself up, the powe-up only applies to the first attack.

This is of particular importance with, say, 10000 Bullets and Eagle Eye tapping together.

This was something I actually had been curious about and not sure how it was going to work.

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