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Penalties for being in cover?

 
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shinryu
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PostPosted: Sun Jul 29, 2012 4:13 pm    Post subject: Penalties for being in cover? Reply with quote

So one thing that's come out of the suppressive fire discussion to me is how much of an advantage being in cover is in SWD. And it should be; not being in cover is typically a BAD IDEA if any sort of projectiles are flying about. That said, there's almost no incentive to stick your neck out once you're dug in. Now there are certainly situational reasons why you might not want to be prone or behind a particular wall (for example, you may not be able to get line of sight on a target given the particulars of the angle of wall or ground). But mechanically, -4 to be hit, +4 to resist (or virtually immune to) suppressive fire and +4 armor against area effects is pretty hard to give up.

The NWoD system tried (and failed, generally) to do some interesting things, but one thing it did do that was interesting was to penalize ranged attacks from cover. Typically, that penalty was -1 less than the cover bonus (cover bonuses going from -1 to -3 to be hit in that system). Now, prone is a bit of an exception since you should be able to fire just as well or better from prone, but in general I can see the logic; if you're trying to maximize the amount of car/trench/corner of building between you and incoming fire you might have a more difficult time situating the weapon, aiming, all of that important business. This too is a bit situational (if you're firing out of a designed gun port in a wall or vehicle, you've probably got great cover and a decent firing position). But for typical cover behind objects this makes a lot of sense to me.

So, worth porting to Savage Worlds? Perhaps as a penalty equal to half the cover penalty (so -1 for partial, -2 for full cover, maybe -3 for some "arrow slit" types of situations?)? Particularly in the suppressive fire context it would encourage some characters to move out of cover and possibly be vulnerable to the suppression effect, and it might generally give incentive to not just find cover and rail back fire (or at least to Aim and not just fire every round). Also, more realistic or at least not unrealistic.

Thoughts?
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ValhallaGH
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PostPosted: Sun Jul 29, 2012 5:03 pm    Post subject: Reply with quote

Opinion: Unrealistic. A car makes a better firing support than the cramped confines of an APC with a rifle slit, and is at least as good as a solid standing or kneeling position (uncovered).

Goal: Why? Why are you wanting to import this mechanic? Are you trying to introduce more movement into combat? Are you trying to achieve "realism"? Do you think that cowering in a covered position, picking off your enemies with impunity, is not enough fun and needs to be altered? Why?

Note: There are lots of tactics characters can use to drive their foes out of covered positions (grenades in the fighting hole are a solid, and flanking attacks are simply classic), any of which can get everyone moving without changing the rules.
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shinryu
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PostPosted: Sun Jul 29, 2012 5:30 pm    Post subject: Reply with quote

ValhallaGH wrote:
Opinion: Unrealistic. A car makes a better firing support than the cramped confines of an APC with a rifle slit, and is at least as good as a solid standing or kneeling position (uncovered).

Goal: Why? Why are you wanting to import this mechanic? Are you trying to introduce more movement into combat? Are you trying to achieve "realism"? Do you think that cowering in a covered position, picking off your enemies with impunity, is not enough fun and needs to be altered? Why?

Note: There are lots of tactics characters can use to drive their foes out of covered positions (grenades in the fighting hole are a solid, and flanking attacks are simply classic), any of which can get everyone moving without changing the rules.


However, barely getting the forearm of a rifle braced on the hood of the car and popping up just enough to see the sights while exposing yourself minimally, or barely angling one arm+one eye around a corner to fire back, I can see being maybe less good than a solid standing or kneeling position. I'm pretty liberal about allowing people to benefit from cover, and perhaps that's some of the issue. As a comparison, with the character behind the car crouching behind the engine block, would you consider that partial cover (-2), partial + crouching (-3), or major cover (-4)? I'm inclined to give it a -3 or -4, but if they took a full, braced, standing firing position only a -2, say.

Mechanically I'm interested in if penalizing cover might lead to less of the optimal tactic in a firefight being to dig in and keep shooting till someone dies. Since suppressive fire provably can be expected not to work in SWD as written against people in cover, simulating fire-and-maneuver and flanking is a bit difficult. If characters are at least forced to partially make themselves vulnerable to attack effectively, suppressive fire ends up having some potential to work better, at least. Also, characters moving up between cover positions are at least a bit less vulnerable, whereas now trying to move up or flank against a dug in foe is a terrible idea, extra-terrible since you can't use suppression effectively against them. (yes, smoke grenades, other options; I don't think it's arguable that suppressive fire is pretty terrible and should be retooled as a viable option).

As an addendum, I do realize you can kind of get a fire and maneuver going with smart use of Hold actions (hold, guy one goes, guy two waits and tries to interrupt anybody who fires at guy one). The problem is that the guy on overwatch can only engage one target at a time with this tactic, and that target has no incentive to expose himself to fire, so why wouldn't the overwatching character just shoot first if he has a better card and not wait for the enemy to act? If the enemy had to stand up to get a better shot and expose himself, then waiting to take the shot till he does so makes at least some tactical sense. As is, shoot when it's your card and rinse and repeat.
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UmbraLux
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PostPosted: Sun Jul 29, 2012 6:16 pm    Post subject: Re: Penalties for being in cover? Reply with quote

shinryu wrote:
The NWoD system tried (and failed, generally) to do some interesting things, but one thing it did do that was interesting was to penalize ranged attacks from cover....if you're trying to maximize the amount of car/trench/corner of building between you and incoming fire you might have a more difficult time situating the weapon, aiming, all of that important business.
This makes no sense to me.

From a realism point of view, your own cover only inhibits you're shots if it blocks line of sight...in other words when it's complete cover from that target. Inhibiting cover is close to the opposite of what really occurs - you'll gain a stability advantage whenever the cover is stable enough to provide some amount of support for you or your weapon.

From a game point of view, why would you want to discourage tactical play? Do you really want D&D style stand out in the open and shoot at each other combats?

You should remember that cover is neither immunity nor necessarily permanent. Something like a bush can be shot through easily and even a brick wall won't last forever - heavier calibers going through much earlier of course.

Even if cover is a steel turret which won't be damaged by small arms fire, aiming and called targets are the way to go. Cover doesn't apply if I'm aiming at the piece of you sticking out...

If you're trying to encourage fire and maneuver tactics I'd suggest increasing the bonus for types of running (say +1 crouched, +1 zig zagging, etc) and allowing cumulative aim bonuses over a couple of rounds. Now you don't want to stay in one spot long enough for aim to build up and running is almost as good as cover.
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ValhallaGH
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PostPosted: Sun Jul 29, 2012 7:11 pm    Post subject: Reply with quote

shinryu wrote:
However, barely getting the forearm of a rifle braced on the hood of the car and popping up just enough to see the sights while exposing yourself minimally, or barely angling one arm+one eye around a corner to fire back, I can see being maybe less good than a solid standing or kneeling position.

That's not Heavy Cover. That's Total Cover (cannot bypass cover; attacks have to pass through the obstacle, apply Obstacle Toughness to the character before applying damage totals - engine block would probably be +10 armor, and might allow the Firing Blind rules), being broken to make attacks (pop up example), or Near Total Cover (-6 to be hit; hand and eye example).

Until we agree on how the rules work, we can't really talk about what should be changed for the goal.
shinryu wrote:
Mechanically I'm interested in if penalizing cover might lead to less of the optimal tactic in a firefight being to dig in and keep shooting till someone dies.

So, the Goal is to keep characters moving in a firefight.*
The best solution is to give them a reason to move. Drop mortars on their covered position if they stay there for more than two rounds. Have a second fire team work around behind them and shoot them from a position that ignores the cover. Throw grenades into their cover (meaning that the cover provides no benefit, and probably makes the area attack worse by focusing all that energy). You know, combat tactics.
shinryu wrote:
The problem is that the guy on overwatch can only engage one target at a time with this tactic,

Nope. Overwatch can engage exactly as many characters as he normally could - he's taking a normal turn. Sure, he might only have one target that's broken cover, but that was the increased benefit that he was waiting for.

*Or to make an emplaced machine gun the king of the battlefield. That's a very tentative notion based upon some of the ideas you've put in the various suppressive fire discussions, and could be completely wrong.
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shinryu
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PostPosted: Sun Jul 29, 2012 7:11 pm    Post subject: Re: Penalties for being in cover? Reply with quote

This makes no sense to me.

From a realism point of view, your own cover only inhibits you're shots if it blocks line of sight...in other words when it's complete cover from that target. Inhibiting cover is close to the opposite of what really occurs - you'll gain a stability advantage whenever the cover is stable enough to provide some amount of support for you or your weapon.[/quote]

But not all cover is a nice rest for your weapon, nor is even such cover a nice rest if you're trying to maximize its effect. I think the argument is if you're having to crouch very low behind the cover, can only get one arm around with a pistol and are not able to use a stable grip, etc, that this can impede your ability to make accurate shots. It's not intended to turn things into D&D, it's meant to try to turn things away from static positions of high cover plinking at each other till someone dies.
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UmbraLux
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PostPosted: Sun Jul 29, 2012 7:24 pm    Post subject: Re: Penalties for being in cover? Reply with quote

shinryu wrote:
But not all cover is a nice rest for your weapon, nor is even such cover a nice rest if you're trying to maximize its effect. I think the argument is if you're having to crouch very low behind the cover, can only get one arm around with a pistol and are not able to use a stable grip, etc, that this can impede your ability to make accurate shots.
It's a fairly invalid argument if you're basing things off real life. Kneeling, prone, leaning a shoulder against a tree, etc - all help provide a more stable shooting platform than simply standing. Shooting is a hobby to me but the military teaches three basic shooting stances for a reason - each has it's advantages. Each is also easily tailored to differing types of cover.

None of them involve waving a hand around a corner and pulling the trigger blindly. Wink For that matter, knowing what you're shooting at is the #2 rule of gun safety! You don't aim it at something you're not willing to shoot.
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catalac
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PostPosted: Sun Jul 29, 2012 8:18 pm    Post subject: Reply with quote

if why your looking for a way to nerf cover is what i think it is.

then why are you looking for a way to make machine guns the best weapon you can use.

as far as i can see the basic weapon purposes work like this (and in my opinion they work well)

regular guns which are to be used for accuracy and precision hits. this type of weapon is great at getting raises on stupid people and hitting smart people successfully. they often hide in cover negating the effectiveness of machine guns but often falling prone(bad pun but true) to devastating attacks by melee
they come in two types
pistols which are great for short range and are designed to keep attacking despite melee at the exchange that melee works better against you
rifles have better range but can't attack melee on the other hand they have slightly better defense.

melee weapons. these are created to kill regular guns but are weak when approaching them especially against machine guns.

machine guns give up accuracy in order to be able to target many targets at one time. this is particularly effective against charging melee characters. this category can give up even more of its accuracy to effect even more charging melee characters by preforming a maneuver called suppressive fire.

area effects grenades and other artillery. this battle group is most effective against targets in cover because it is able to be thrown over the cover. this is great in areas where the enemy has less venues of escape (such as in an area that is surrounded by several walls and obstacles [coincidentally the stuff cover is made of]) but not as effective on people charging in an open area. (yes the escape is based on agility but to get the agility roll you have to have somewhere to escape to [also how hard it is to escape also determines additional penalties to the roll])

in my opinion weapons in game were made to preform different tasks. they are made to be balanced so that other players don't feel left out just because someone else has a different weapon.

so there are ways around cover just not as many for some particular classes (particularly machine guns.)
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Mylon
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PostPosted: Mon Jul 30, 2012 10:36 am    Post subject: Reply with quote

The only problem I have with cover in the current system is the ability to move, fire, and move again. I have a hard time rationalizing being able to poke your head out, acquire a target, take a shot, and get back down unless someone is holding an action. And, depending on how one does the rules, wins an opposed agility check. I rule that if the person on hold loses the agility check, they still get to shoot, provided they're not shaken. Seems like a decent compromise.
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ogbendog
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PostPosted: Mon Jul 30, 2012 10:57 am    Post subject: Reply with quote

I could see some kind of "fire defensivly option"

suppose you have -1 or -2 cover, and you are injured, or the bad guy has a wpn that does big damage.

So you do a quick shot, just barely peeking out. Give yourself a bit of a cover bonus, for a penalty to be hit.
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shinryu
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PostPosted: Mon Jul 30, 2012 10:18 pm    Post subject: Re: Penalties for being in cover? Reply with quote

UmbraLux wrote:
It's a fairly invalid argument if you're basing things off real life. Kneeling, prone, leaning a shoulder against a tree, etc - all help provide a more stable shooting platform than simply standing. Shooting is a hobby to me but the military teaches three basic shooting stances for a reason - each has it's advantages. Each is also easily tailored to differing types of cover.

None of them involve waving a hand around a corner and pulling the trigger blindly. Wink For that matter, knowing what you're shooting at is the #2 rule of gun safety! You don't aim it at something you're not willing to shoot.


Not blindly, no. But consider:

Character A takes a solid Weaver stance from behind a corner, exposing at least one shoulder, both arms, a significant portion of torso, some leg, and head.

Character B peeks around the same corner, barely exposing one arm, very little torso, and perhaps half of his head.

Would you be willing to grant character B more cover? Would you be willing to grant character A should be more accurate with his weapon? Right now B would be in an absolutely superior position by the rules; despite his inferior firing stance he's not penalized and has better cover to boot.

More abstractly, consider that a character being more cautious and exposing himself to fire less over the six seconds of the round is probably due a higher cover bonus, but he might not be as accurate as a character who holds his ground and aima, is less evasive, but is due less of a cover bonus because of that. Does that make more sense?
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UmbraLux
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PostPosted: Mon Jul 30, 2012 10:58 pm    Post subject: Re: Penalties for being in cover? Reply with quote

shinryu wrote:
Would you be willing to grant character B more cover?
Possibly - if whatever he's behind is large enough.
Quote:
Would you be willing to grant character A should be more accurate with his weapon?
Not significantly.
Quote:
Right now B would be in an absolutely superior position by the rules; despite his inferior firing stance he's not penalized and has better cover to boot.
With his body leaning against solid support (cover) B has at least as stable a shooting platform as A. Even if he can't lean against anything for stability, you're talking the difference between a ~3" group and a ~3.5" group for a moderately trained shooter. An expert will be putting bullets through the same hole in both situations with the difference measured in hundredths of an inch.

Quote:
More abstractly, consider that a character being more cautious and exposing himself to fire less over the six seconds of the round is probably due a higher cover bonus, but he might not be as accurate as a character who holds his ground and aima, is less evasive, but is due less of a cover bonus because of that. Does that make more sense?
The game doesn't penalize splitting movement - if that's your concern why not concentrate on it?
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