Jaesun
Fabulous Ex-Moderator
Good question. I'll ask.
You have to have some, or you don't shoot. Reloading time (simple/complex action or even more then one turn) depends on the type of gun.How does it work in the Shadowrun P&P with regards to ammo?
How does it work in the Shadowrun P&P with regards to ammo?
Like KemOsabe said you have different kind of ammo.How does it work in the Shadowrun P&P with regards to ammo?
Sorry, but that's pretty stupid. Just because regular ammo is cheap and plentiful does not mean that during a run you are going to always have an inexhaustible supply.Like KemOsabe said you have different kind of ammo.How does it work in the Shadowrun P&P with regards to ammo?
Regular ammo are common goods, very cheap and you never run out of it (money and availability wise).
So i don't really care if you have infinite ammo.
That's why i wrote money and availability (easy to find a seller) wiseSorry, but that's pretty stupid. Just because regular ammo is cheap and plentiful does not mean that during a run you are going to always have an inexhaustible supply.Like KemOsabe said you have different kind of ammo.How does it work in the Shadowrun P&P with regards to ammo?
Regular ammo are common goods, very cheap and you never run out of it (money and availability wise).
So i don't really care if you have infinite ammo.
But then you write that you don't care if there's unlimited ammo in the game. That is a series of runs. During which you will likely not be ale to buy a thing.That's why i wrote money and availability (easy to find a seller) wise
Oh, come on. The game is going to be pretty good, but you do not have to be in a full apologist mode just because it's made in rainy Seattle.I bet 5 KKK it will have unlimited ammo. But I don't give a shit really.
Modders will fix it.
There's absolutely no excuse for the game having unlimited ammo.
Depends on what the editor is capable of, remember that you can't add new art to the game, so ammo magazines are out, unless they are already a ingame model.I bet 5 KKK it will have unlimited ammo. But I don't give a shit really.
Modders will fix it.
What i mean is at least in the PnP game (i know it's depend of the GM but still) ammo management is rarely a problem.But then you write that you don't care if there's unlimited ammo in the game. That is a series of runs. During which you will likely not be ale to buy a thing.That's why i wrote money and availability (easy to find a seller) wise
You could tie it to an inventory item. There is many ways to do this, depending how rich the scripting is. A topic I really should look into.
You could tie it to an inventory item. There is many ways to do this, depending how rich the scripting is. A topic I really should look into.
Would be nice if you could get some info on how feature rich is the editor.
I'm pretty sure they showed how much ammo was in the current magazine in the video. So you will have to reload you weapons, you'll just have unlimited mags is my guess.I have no problem if the ammo magically replenish at the end of each run, but it would be nice if you could to run out of ammo during the run. Not a big problem but still...
The only info mentioned (in detail) is here: http://harebrained-schemes.com/post/jordans-developer-diary-power-to-the-people/
The true power of our game editor is its event driven trigger system. A trigger is an action that only happens if all its conditions are met – in other words, classic IF/THEN logic. In many game editors, this kind of logic is created with a scripting language but I wanted to avoid that because many of us storytellers are not programmers (and don’t want to become one). So our logic is created by using context-sensitive dropdown menus that auto-populate with the characters, regions and objects the GM adds to the scene. After adding them to the scene, they can be referred to in the conditions and actions of the triggers. You still have to carefully think through the logic of what you want to happen and it requires iteration to get things to work exactly how you imagine. But at least you never have to worry about syntax errors!
Through triggers, GM can cause almost anything to happen in a scene. GMs can choreograph the movement of NPCs, change their AI behaviors, change the environment, and branch the gameplay based upon the player’s actions.
Instead of "scripting" I assume what we have access to then is the trigger event system. It will depend on how "feature rich" the trigger system is.
They said there isn't going to be much differentiation between weapons. So you're not going to find some cool unique gun.
Find "something worth selling" can easily be done with their system, it just needs to be intentionally placed by the designer. (snip...)