eliakon wrote:Killer Cyborg wrote:eliakon wrote:SO yeah... the game has no consistency, retcons all the time, and fluff is overridden routinely by what ever seems cool at the time.
Any part of that demonstrate that 40% of the population has access to mega-damage, or that mega-damage isn't rare...?
Rifts Adventure Guide page 105 "A good number of wilderness people still live as barbarians...blah blah" it goes on to define barbarians as including all the natives, psi-stalker tribes etc..
This is important because...
1d4x10% of any barbarian tribe will wear light to heavy environmental armor
And more importantly
"At least 1d4x10+45% of all adult males (17 and up) will have some kind of M.D. energy rifle and one other M.D. Weapon"
when a MINIMUM of 55% of the males have 2 MD weapons and as many as 85% do... in a normal tribe or gathering of barbarians...
That doesn't sound 'rare'
First and foremost, I appreciate your effort and research.
Moving on...
It doesn't sound rare... among barbarians, who make up "a good number of wilderness people."
Depending on what "a good number" is, and how many "wilderness people" there are, Mega-Damage may or may not be rare overall.
But wait there's more!
The townies get their turn. But they don't get a 'random roll' instead they use the famed Palladium "creation table" system thus we turn to page 110
A. Weapons and Armor spending 0-45 points on this nets the town some MD weapon (admittedly the 0 is 1d4 grenades or 1 light machine gun but still...)
#3 is "Good," which it can be assumed is roughly average or better.
"10% have mega-damage weapons."
"All militiamen and law officers have light ot medium MDC body armor; most are environmental types."
"Likewise, 1d4% of the regular citizens may have a light, homespun MDC armor."
So 90% of the population doesn't have MD weapons, and this is "Good" weapons.
"All militiamen and law officers" could mean "the one sheriff" or it could mean "every able-bodied person of fighting age." Not very clear there, and it would vary from location depending on local customs and laws, so it may or may not be more than the 1d4% of the regular citizens.
BUT we do know that if only 1% of the citizens have MDC armor, that is still considered to be "Good."
E. 4 Average (note the name?) nets you "a fair number of utilitarian motor vehicles in reasonably good condition (A couple might even be M.D.C), ... in addition, it will have one beat up M.D.C. cargo hauling truck or four-wheel drive vehcicle like the Big Boss or Mountaineer. In fact 10% are M.D.C. vehicles"
Yup.
The community overall has "a fair number" of utilitarian motor vehicles.
Of these vehicles, 10% are MDC.
What "a fair number" means exactly would depend at least partly on the size of the community, I'd think.
But say you have a community of 360 people.
What do you think that "a fair number" of motor vehicles would entail?
If you assume that an average family size is 4 people (not necessarily a fair assumption), then 1 utilitarian motor vehicle per family would mean that the community would have 90 motor vehicles.
To me, that seems like more than "a fair number," but let's look at it.
At 90 motor vehicles overall for that community, that would mean that 9 of them are MDC.
I can see 9 examples in a sample of 360 people as being "rare" or "uncommon."
H. Magic sadly we have to go all the way up toe #3 to get mages and psychics capable of providing M.D. capability.
History has shown that you and I are often saddened or gladdened by widely different things.
J. Level 6, 7 and 8 towns have MDC market places.
Level 6 is basically Mos Eisley, so yeah.
Levels 7 and 8 are going to better than 6, so yeah.
But notice that at Level 6, the Trading Port/Barter Town, MDC armor & weapons (as most items in the books) sell for 20% higher than book price, minimum, with gusts up to 200% higher than book price.
And notice that nothing lower than level 6 mentions MDC goods as being available, a conspicuous absence considering the markup at Level 6, and the fact that level 4 is "Established Trade," where at least 1/3 of the community's income/resources comes specifically from trade.
O. In addition to the weapons in A they can have security. If they buy #5 or #6 they get power armor or better
Sure... but if they don't have 25 points to spend on the
high-end of things, they don't get power armor or better.
Level 4 or lower just gets generic "militia," "sheriff," or "volunteers," and "the exact types of vehicles, weapons, equipment, and other resources will depend on the amount of points spent in other categories."
So even if a community has a "Standing Army" of 40-160 troops, they might be almost entirely SDC-equipped if the community spent 0 points on Weapons & Armor.
That doesn't sound like "Rare" that sounds like "you have to work at it to make it not have MD." especially since the options are
"Homestead" (An individual family farm)
"Small Shanty Town (a small, struggling community that lack the resources to survive)
"Wilderness Gag or Barbarian Settlement" And remember how well armed barbarians are?
"Small Town" Which explicitly says that they should have modern vehicles and weapons
"Typical Wilderness Town" Which by this point has so many points that it is pretty hard to NOT have MD. Literally you would have to max out every feature making it a utopia... but that some how survives with no defenders at all
)
"Militaristic Encampment" (name says it all"
"Major Town or City" (At this point I am not sure if it is even possible to not get MD weapons)
Rolling randomly, the average is going to be #4, "Advanced Village or Small Town."
That's usually going to be 1d6x100+60 people, and a point budget of 185.
There are 17 categories of development, which would give an average of 10.88 points per category IF things were going to be distributed evenly.
Of course, different categories have different average costs:
A. Weapons & Armor has a point range of 0-45, with a median of 22.5 points. "4. Well Armed" costs 20 points.
B. Medicine has a point range of 0-35, with a median of 17.5 points. "4. Very Good" costs 15 points.
C. Agriculture and Natural Resources has a point range of 0-30, with a median of 15 points. "4. Good" costs 20 points.
D. Real Estate/Land has a point range of 0-40, with a median of 20 points. "5. Prime Location" costs 15 points.
E. Vehicles & Fuel has a point range of 0-35, with a median of 17.5 points. "5. Good" costs 15 points.
F. Administration & Social Structures has a point range of 0-20, with a median of 10 points. "4. Good/Sound Structure" costs 20 points.
G. Alignment has a point range of 0-8, with a median of 4 points. "5. Unprincipled" costs 4 points.
H. Magic has a point range of 0-30, with a median of 15 points. "4. Vast Knowldge" costs 15 points.
I. Racial Tolerance has a point range of 0-12, with a median of 6 points. "3. Reasonably Tolerant" costs 5 points.
J. Trade has a point range of 0-40, with a median of 20 points. "6. Trading Post or Barter Town" costs 20 points.
K. Threats has a point range of 0-30, with a median of 15 points. "3. Moderately Dangerous or Low Threats" costs 10 points.
L. Skill Levels & Professionalism is different from the other categories, in that it's not a spectrum and it has no median overall. A community is expected to have 1-5 of these individuals as a rule, and the average of that is 3.
The cost per individual is 4-15, for an average of 9.5.
So the average cost would range from 12-45, around 28.5.
This wouldn't mean that the average community spends 28.5 points, necessarily, but it's our closest guess at what an overall "average" would be represented as.
(There is probably a better way to calculate this one. If so, I welcome the input of mathier people than myself!)
M. The Overall Community has a point range of 0-30, with a median of 15 points. "3. Skilled" costs 10 points.
N. Shelter has a point range of 0-35, with a median of 17.5 points. "5. Excellent" costs 18 points.
O. Security & Fighting Forces has an interesting point range. The base cost of each category ranges between 0 and 35, but the top level (6. Small Mechanized Army) has an option to spend 70 points for double the number.
If we treat that as the top number, then the point range is 0-70, for a median of 35.
If we treat that as part of tier 6, and average 35 and 70 in order to get an average cost for Tier 6, then we come up with 52.5. This would give us a range for the category overall as 0-52, with an average of 26.
"5. Mixed Fighting Force" is 25 points.
P. Power/Energy has a point range of 0-40, with a median of 20 points. "4. Good, Hydroelectric" costs 20 points.
Q. Special Features can be bought up to 3 times, for an average of 1.5 times. The average cost per feature is 10.25 by my calculations, so that would be an overall hypothetical average of 15.375.
Long story short, by my calculations, in order to meet the "average" for every single category, a community would need to spend an average of 16.8161765 points per category, which is more than most communities have.
An average community with 185 points to spend will only be able to reach that "average/good" level in 11 of the 17 categories, and that's if they use up all 185 points trying to hit the average--they'll have zero left over for the remaining 6 categories.
While this is doable, I believe, and can achieve a working community, I don't think that it would be the standard or common distribution.
None of which is intended to prove much of anything--it's mostly me sorting through the information to come up with a somewhat clear picture.
Overall, it looks like #4 is the most common Average/Good level, and that most communities won't be able to achieve that in the all categories. They'll have to pick and choose (or to have fate pick and choose for them) which areas their points go to.
With GMs and players, this kind of picking and choosing is going to be biased based on how they already envision the world, so it can't tell us much: players who think there are MDC monsters attacking every place daily will spend all their points on armor, weapons, and security. Players who think that significant MDC threats are rare will likely spend their points elsewhere.
Then of course we can look at the tables for Syndicates, Guilds, and Traveling shows...
Looking at organized crime, criminals, and/or adventurers isn't a way to get a good picture of overall scarcity.
Does everyone and their dog have M.D. weapons? No of course not.
But they are not super rare objects. Most towns will have at least a few M.D. weapons if not a fully armed militia.
Agreed.
Not everybody has them.
They're not SUPER rare; just rare. Most towns will only have a few MD weapons, and possibly a MD militia.
In the context of this thread, what does that mean?
Well, it means that if the CS is attacking, policing, or occupying an average town, they're not likely to need much in the way of MD weaponry when it comes to killing people. Once they pacify the militia, most of the mega-damage threat is gone, and conventional SDC weapons could be used to control the population.
Especially if the CS was interested in keeping the community and structures intact, instead of blowing holes in buildings ever time they need to shoot an individual.
Yes, there are CS energy weapons that have SDC settings.
No, that does not mean that they wouldn't also have SDC weapons as fairly common side-arms.
The original post asked the question, "What weapons are most iconic in the hands of the following CS troops, do you think?"
And while I do think that it's perfectly reasonable for SDC weapons to be fairly common side-arms with the CS, I don't see them as being
iconic, if only because they're not portrayed in the artwork.