Which set of military skills do you prefer for the "Military" field of study?

Unarmed, Melee, Thrown, Pistols, Rifles, Heavy/Mounted , Starship, Demolitions (specialization allowed)
45% (5 votes)
Unarmed, Melee, Thrown, Beam, Gyrojet, Projectile, Archaic, Demolitions, Space Beam, Space Rocket (specialization allowed)
36% (4 votes)
No specific list; each weapon is its own skill, if you don't have a skill level, your skill level is zero. (no specialization)
18% (2 votes)
Total votes: 11
Comments:

TerlObar's picture
TerlObar
December 2, 2008 - 4:08pm
Actually, I'd vote for this list:

Unarmed, Melee, Thrown, Beam Pistols, Projectile Pistols, Beam Rifles, Projectile Rifles, Beam Heavy/Mounted, Projectile Heavy/Mounted, Demolitions, Space Beam, Space Rocket, and posibly Archaic (for bows & crossbows)

It's a few more skills but not that many more and I think captures the differences between the two main types of weapons.
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

Will's picture
Will
December 2, 2008 - 4:15pm
TerlObar wrote:
Actually, I'd vote for this list:

Unarmed, Melee, Thrown, Beam Pistols, Projectile Pistols, Beam Rifles, Projectile Rifles, Beam Heavy/Mounted, Projectile Heavy/Mounted, Demolitions, Space Beam, Space Rocket, and posibly Archaic (for bows & crossbows)

It's a few more skills but not that many more and I think captures the differences between the two main types of weapons.


If we're going to add skills, let's add a Tactics skill to this PSA.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

SmootRK's picture
SmootRK
December 2, 2008 - 5:13pm
TerlObar wrote:
Actually, I'd vote for this list:

Unarmed, Melee, Thrown, Beam Pistols, Projectile Pistols, Beam Rifles, Projectile Rifles, Beam Heavy/Mounted, Projectile Heavy/Mounted, Demolitions, Space Beam, Space Rocket, and posibly Archaic (for bows & crossbows)

It's a few more skills but not that many more and I think captures the differences between the two main types of weapons.
I agree moreso with TerlObar's list
<insert witty comment here>

CleanCutRogue's picture
CleanCutRogue
December 2, 2008 - 5:35pm
TerlObar wrote:
Actually, I'd vote for this list:

Unarmed, Melee, Thrown, Beam Pistols, Projectile Pistols, Beam Rifles, Projectile Rifles, Beam Heavy/Mounted, Projectile Heavy/Mounted, Demolitions, Space Beam, Space Rocket, and posibly Archaic (for bows & crossbows)

It's a few more skills but not that many more and I think captures the differences between the two main types of weapons.
I like... and it's not too much, just two basic types times four basic sizes:

Pistol
any one-handed sidearm.  Popular in civilian and industrial security.

Rifle
any two-handed longarm.  Popular in hunting and military use.

Heavy
any weapon that requires a tripod or swivel mount to fire effectively.

Assisted
any fixed-placed weapons of a large scale, with movements assisted by computers, servos, and complex algorythms, often used by vehicles of various sizes.

But what about gyrojet?  They are slug throwers with no recoil... and not as dependant on arcs or wind because they're self-propelled... and are sufficiently different that their ammo isn't interchangeable with the other projectiles.  SO... should we go with three different types (projectile, energy, rocket) each with four different sizes (pistol, rifle, heavy, assisted)...

oh yeah - and what about indirect fire weapons?  mortors and such?  Would they simply not exist?  Aren't we sorta beyond them today?
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


CleanCutRogue's picture
CleanCutRogue
December 2, 2008 - 7:45pm
I think I'm going to stick with option 2 - the normal rules which were in the magazine issue #9 - it's what I've been playing with for months now and it seems to work fine.  Unless the community votes like crazy and proves me wrong....
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


Shing's picture
Shing
December 2, 2008 - 8:58pm
I am torn.  On the one hand I like the simplicity of choice 2 and on the other I like the options Terl has presented.  Have we decided on what weapon types will be present before we determine what skills we need?  Projectile sould seem to cover anything that has a solid ammunition and Beam would be of course energy, so is there a need to break down bullet and gyrojet?  Could we just not change the range and damage to differentiate between these two (gyrojet has more range but less damage up close)?  I realize I stated earlier about weapons firing different, but for the simple answer, similar weapons (same basic characteristics and ammunition) should require similar skills. 

As for mortars, that would be a different category along the lines of Grenade Launcher (light (like the 40mm M203), medium (60mm Mortar-81mm Mortar), heavy (120mm Mortar)).  Then there is artillery of course...

"I reject your reality and substitute my own."

elpotof's picture
elpotof
December 3, 2008 - 5:19am
CleanCutRogue wrote:
oh yeah - and what about indirect fire weapons?  mortors and such?  Would they simply not exist?  Aren't we sorta beyond them today?


Mortars are a very effective weapon for keeping the enemies heads down. With advances in weaponry targetting, these might be relied on more so by less technological races. My pennies worth

elpotof's picture
elpotof
December 3, 2008 - 5:34am
Training in the military is really on a specific need; depending on a number of factors; which the type of organisation the individual is serving, and the resources of the organisation providing the training. i.e. A more primitive culture will concentrate on melee, archaic weapons, field skills, etc, whilst a space naval individual would be trained in boarding actions, explosives and beam weaponry - you get the idea.

So the military package should be developed towards the organisation they are serving and what their needs are, not a generic package all encompassing. Individuals who receive specialist training to diversify in other areas would be rare (special forces for example).

Should there not be a skill relating to field skills? - combat is a very confusing affair, and there should be a bonus/ penalty to non combatents involved in battles. This is handled well in twilight 2000, for example.

Colt45's picture
Colt45
December 5, 2008 - 1:42pm

 i like the first one but i think that pistols and rifles should be split int Pistols:No recoil Pistols:with recoil Rifles:with reciol Rifles:without recoil it needs better vocab but i think it could work and it would have about the same # of skills as the original Alpha Dawn

(insert sarcastic comeback here)


Anonymous's picture
w00t (not verified)
December 5, 2008 - 1:51pm
Colt45 wrote:

 i like the first one but i think that pistols and rifles should be split int Pistols:No recoil Pistols:with recoil Rifles:with reciol Rifles:without recoil it needs better vocab but i think it could work and it would have about the same # of skills as the original Alpha Dawn



I just recoiled from your post. Tongue out
Wink