Ranges of missle weapons

ajs

Mongoose
Hi Pete and Loz
I'm trying to get an idea how you decided on the ranges for the missle weapons in RQ2
What sources did you use?
I'm trying to get a feel for the type of game were you aiming for e.g. cinematic
All of the ranges seem quite long i.e. near the ranges given for flight arrows
Rather than effective combat ranges
Your thoughts would be most appreciated
 
ajs said:
Hi Pete and Loz
I'm trying to get an idea how you decided on the ranges for the missle weapons in RQ2
What sources did you use?
I'm trying to get a feel for the type of game were you aiming for e.g. cinematic
All of the ranges seem quite long i.e. near the ranges given for flight arrows
Rather than effective combat ranges
Your thoughts would be most appreciated
The ranges are cinematic ones. I had plans for introducing more realistic rules for range and damage, but in the end we decided to save page count and keep things simple, since in our experiences actual distance rarely ever comes into play. As we've pointed out before, RQII isn't designed for battlemats.

If you want a greater degree of realism, then take all the ranges as maximum distances and halve that value for effective range. For shots/casts beyond effective range, impose a -20% penalty and halve the weapon damage. You could add greater granularity by introducing further range bands, but such things would probably rarely come up in most games.

Does that help?
 
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