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Cruel Angel's Thesis

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  1. Ah Dirty Pair, after Macross my favorite series. The story of how Warren got to do the DP series is interesting in itself. When Warren was at the Kurbert Art School, he hit a slump and was about to quit, but something changed his mind, Anime and Manga. His fav was the Dirty Pair, despite the fact he couldn't understand a word of it. Well he talked to Toren Smith about talking to Takachiho about doing a comic version of the Dirty Pair. Takachiho didn't mind but said the designs he was shown (based on the TV series) had to be changed to avoid any legal issues Sunrise might have. So Warren changed them and based the personalities on what he thought they were saying, when he learned what they were really saying, he was rather suprised and shocked. Due to creative differences, Smith stopped helping Warren with the script after the first series. I never really liked what Warren did myself, he seemed to lose what the concept of what the Dirty Pair was. Personally myself i liked the Classic Version (the TV and OAV series). I also have the a translation of the first Dirty Pair story. It was done for Japanese Students to learn English, but it does have a glaring error, the birthdate of Kei is wrong and its the same date Warren has for Kei, seems he was using that book for help as well. The best site for DP info is Teatime in Elenore City. The web address is www.elenorecity.com/index.html I would insert it, but me and the system are having a disagreement and its winning. Also next month is the Pairs birthday. In Feb it will be 26 years since they first appeared in a Japanese Sci-Fi Mag (can't remember the name). Ja Ne, Cruel Angel's Thesis
  2. Found the website for it and there is a English section to this. Nothing big to the website, but. . . http://www.staplerfahrerklaus.de/
  3. Don't suppose anyone has written a E-mail to AnimEigo asking a reason. They answer their E-mails, i know i have asked them many questions and they always answer. Cruel Angel's Thesis
  4. Actually my info comes from The Red Cross Book which was approved by Gainax staff of Eva that all info in it was accurate and cannon and from a interview with another founding member of Gainax forgot his name, he did do Otaku no Video. EvaOtaku has all this on his website, so its not fan conjecture, but fact. Cruel Angel's Thesis
  5. To sum it up, the End of Evangelion is the originial series ending. Anno tends to wait till the last moment to write the end to the anime series, with Eva he waited a little too long and was only half way thorugh Ep. 25 Air, so he redid 25 from the start, which began the TV series ending. In essance it was a rush job and a mind screw to boot, as many say replace a few words and the last two episodes describe Eva as being a excuse to make Eva. With the green light for a movie(s), Anno pulled out the half completed Air and went back to work finishing it and then working on Ep. 26 Magokoro wo, kimi ni (trans. Sincerely Yours/My Pure Heart for You). The End of Eva can be seen as the originial ending to the series. But with the TV series ending also cannon, its a pick which ending you want thing now. Anno has already payed his pennance for Eva (shaving his head) and avoids talking about it when he can at Conventions, considering the matter closed. Hope this answers your question.
  6. This was posted a while ago on the MZML, and i didn't think to post it here, till someone mentioned rocket punch. We have to find the video of this, i'm wondering how accurate it is right now? http://www.zincpanic.com/pop_img.phtml?nam...g&article=18757 Check it out, it is worth it. Cruel Angel's Thesis
  7. Hmm, a 14B with the 14D chinpod, interesting. Now about the ECM eqip, i have no kit to figure out whats on and whats not. David can you give me a rundown of what ECM is on this bird? Well i will follow what a 14B has and go off that, with the aforementioned changes. If there are any other changes i should make let me know, you are the expert here David and i bow to you superior knowledge. This is your kung fu and it is strong. Cruel Angel's Thesis
  8. I don't plan on quoting anyone on what it is exactly, but the majority of the ones who would know give best guess as Mig-29B, so those are the stats i'm goig to use for it. As for the RPG, when the 20th anniversary of Macross happened, i began stating all the Valkyries (waiting to get my comp Asuka fixed so i can finish, was getting to the YF-19) for the Mekton Zeta RPG. Since most of my Valkyrie info is on my HD and i can't get to it, i can move on to other mecha from Macross till i can, so doing the real world (or close to real world) planes, might work on the Destroids next. Well once work gives me time off i can get the Fulcrum and Tomcat finished. Once i'm done, i'll post them for all to see how much of a nut i am. Cruel Angel's Thesis
  9. Well the other plane to stat for Macross Zero at this time is the F-14 Tomcat, however the question abounds, is it a D or a B? Known as the F-14 A+ Kai, one would assume its a B model with as the Compendium states with modifications using Overtech from the crash of ASS-1. However the Chin Pod used is from the F-14D, so could F-14 A+ Kai mean its a D? While many may not care, being a perfectionist when it comes to my mechs when i stat them out (spend 3 years and 7 rewrites to get the VF-1 right) i would to think what many think this Tomcat is. There isn't a lot of difference, just that the D brought in some new stuff and replaced many stuff that will change some stats. So what are the opinions here? I personally think it might be a B model with some D upgrades and some Overtech thrown in. On this subject anyone know the range on the IR Seeker and what it is used for? Arigato for any help provided. ----Cruel Angel's Thesis
  10. So we are looking at a Fulcrum A: MiG-29B (Variant 1, Model 9-12) here huh? Suprised they didn't go with a later variant with some of the more goodies. Well i can at least get to work on finishing the stats for it. Arigato for your help. David Hingtgen about Shin's F-14, i am now going to open a topic on that since we really need to decide on what Tomcat that is so i can correctly stat out that one as well. Once again arigato for your help. -----Cruel Angel's Thesis
  11. If the POS i'm using for a computer could get the pics i would post them, so can someone else please post screenshots David Hingtgen and Knight 26 have requested so they can ID the MiG variant. Arigato. ----Cruel Angel's Thesis
  12. Anyone happen to know the variant of the MiG-29 Tocka Opori aka Fulcrum that was shown in Ep.1 of Macross Zero? Working the RPG stats, however need to know the variant type to get certain stats correct. Arigato for your time. Cruel Angel's Thesis
  13. There are several linearts in the Perfect Memory, not sure ship it is though, don't have it here with me and there is a brief internal drawing of a Super Valkyrie in one of the ARMD's in the Gold Book. Any other internal pics would have to probably be from scenecaps from the TV series and DYRL. Cruel Angel's Thesis
  14. Well about the way Goose died that was based on a actual event. One time a Tomcat was in a flat spin and the pilot and rezzo ejected and the same thing happened to the Rezzo. After that the ejection system was modified to prevent a repeat of the incident. So it can happen and it did once and i beleive only once. A littlt piece of trivia on that incident, at the end of Top Gun there is a dedication to Art Schrool (sp), he was a acrobatic pilot, even played himself on ChiPs once. Well he was the pilot that did the F-14 flat spin scene however there was a error after the shot was done and he and the plane were never recovered. --Cruel Angel's Thesis Murphy's Laws of Combat: A Purple Heart shows you were smart enough to think of plan, stupid enough to attempt it and lucky enough to surivive it.
  15. So sweet, i love it. Focker doesn't need to hold the bottle, he's got a the hydration system in his suit, he just takes a sip when he needs it. Cruel Angel's Thesis
  16. According to a filmography of Mamoru Oshii, there is a live-action Patllabor movie, but its status is a unreleased demo film done in 1998. Oshii was the director Cruel Angel's Thesis
  17. 56.5% pure, then again i'm still young, but they needed some more questions, and maybe explain some, i clicked yes on the name 3 or more anime companies and i though they meant ones the made anime, i fell like a idiot since i was IMing with a friend and i asked him that and he named 3 translation companies. Some of those are bias, they seem to forget that most otaku's can't afford their own habits, i can't afford my anime, manga and hentai game habits. The test is still good and somewhat accurate, but its still a little bias in my book, but i support it. Cruel Angel's Thesis
  18. Actually the Codec is fairly realistic, you just need to remind yourself that the Snake isn't really talking outloud, it looks that way, so it doesn't look stupid that we hear Snake's voice, but his lips aren;t moving. Like watching a badly dubbed anime. The Codec is actually based on subvocalization. Snake talks inside his throat, we can't hear it, but the nanomachines can process the way the vocal cords are moving and translate it into sound speech, besides you really just want to scroll through all that text or listen to a full out conversation? I take the conversation myself. Since MGS takes place in 20XX (the NES game takes place in 1999) its safe to assume we have subvoc technology working fine. Cruel Angel's Thesis
  19. Gundam Senki is in the layout stage, last we heard, back in Feb, before DunDraCon (west coast gaming con in San Ramon). TV is a it difficult to figure out, but once you get it, it becomes easy. The hardpoint rules those are the ones written by Benjamin Wright and they are official as well as enhanced sensors, written during the BGC RPG, i used them for the recon Valkyries (VE-1 and VEFR-1). There is going to be more, i'll put it up when i can. Cruel Angel's Thesis
  20. Okay busy with reality to do this, but now i shall. With some new info leaked from the Gundam Senki RPG i will only drop what i can since i have some stuff to redo. Now in the interest of saving me typing time, most of this will be cut-and-paste from my Mekton erratta document i'm working on so bear with me. Hardpoints Given the parameters within which MTS operates, here’s a reasonable method of generating semi-realistic equipment and weapon hardpoints which allow you to easily mix external equipment loads on your Mecha: 1) Define a Hardpoint as a Weapon Mount with a Quick-Change Mount (ie., for 2 Spaces and 3 CP you can carry an interchangeable load of as many spaces as the spaces of the servo that the Hardpoint is fitted to). Idea A: Make sure all Hardpoints hold 5 Spaces of equipment, thru kinda “reverse efficiency.” Idea B: Torso Hardpoints are broken up by Half-Mount and considered individual; a torso can have four mounts, each capable of holding ½ the spaces of the Torso (1 Space, 2 CP). 2) Design your Mecha with Hardpoints, but don’t fill them. 3) Calculate your Mecha’s weight, MAs and MV. 4) Build whatever equipment you like, as long as it can fit into the Hardpoints (efficiency time). 5) Equip your Mecha with whatever load of mixed Hardpoint equipment you like; to determine the effects of that load, add up all kills of all Hardpoint equipment and divide by 20 – the result is the B-Mod of the hardpoint equipment load (see Z+ p.64 of a definition of B-Mod). Enhanced Sensors This is a modification to the sensors in respect to helping the pilot in battle or recon, this is a mult. to the sensor system. These modifications what they may be, give the pilot a bonus to Awareness/Notice with the sensor rolls. The bonus granted can have no limit. GM’s should be alert to put a cap on this. Up to +4 has been shown; it does show the progression for each level of bonus. Bonus Mult. +1 x1.5 +2 x2.0 +3 x2.5 +4 x3.0 RULES BY TSUNEO TATENO Turn Value Tsuneo Tateno writer of the Gundam Senki game created a option to spending MA to turn. Taking a cue from the Mekton Z rules Tateno formed Turn Value. Turn Value took the spending MA to turn and made it into TV. Instead of spending MA to turn the mech could spend TV points to turn. Each TV point means the mech could make a 60 degree turn (one hex side). TV is depended upon the mech design. The TV values closely mirror those in the Mekton Z core where MA was used to turn. TV=3 to the most adaptable mecha (usually humanoid in most Anime), then give TV=2 for usual mecha (starfighters or tanks), finally TV=1 to big clumsy mecha. More advanced futuristic mecha can have TV’s of 4-5. Yikes! Now your Ace Points can increase your TV to represent your skills as a pilot. How much you can raise it is based on your TV. A TV=3 gives conversions on a 1-1, TV=2 is 1-2 or ½ and TV=1 is 1-3 or 1/3 point conversion. Another way to increase TV is Ace Custom. It increases your base MP and is added to the vehicles base TV. It is bought with the ACE cost mult it comes in two versions. First is bought with the 67% increase, the base MP is increased by x1.5, this is for TV only. The second is with 100% and it doubles the base MP. The 67% costs x.13 (that paying for the ACE 67% and the cost for the Ace Custom), and 100% costs x.25 To give you a better understanding, we will look at the mecha of Choo Jikuu Yoosai Macross (Super Dimensional Fortress Macross). The SDF-1 and all Zentradi Starships would all have a TV=1. The Destroids would have a TV=2, ‘cept for the Monster, due to its size and weight (285t at combat load) would have a TV=1 and the Spartan would have a TV=3. The Esbeliben Reguld and the Roiquonmi Glaug would have a TV=2. The Nousjadeul-Ger and the Queadlunn-Rau would have TV=3. The Valkyries themselves would have a TV=3 in Battroid and a TV=2 in GERWALK and Fighter. Ace Custom 100% would be given to the Valkyries, Roiquonmi Gluag, Nousjadeul-Ger and the Queadlunn-Rau. Minimum Speed Rule This applies to mech that can transform into or are fighters. This rule states if a fighter mech travels under 8 MA, it will suffer a -2 MV. This applies in atmosphere as well in space. This is included upon landing and take-off. This does include if the fighter is designed for V/STOL or STVOL and is attempting the take off or land. Sitting on the tarmac or being moved into catapult launch may incur a higher penalty. The -2 MV for a fighter in space can be avoided if it has gravitics. Now if the fighter is atmosphere and drops below 8 MA (for 2 turns) it is assumed the engine has stalled, but the mech will not drop unless it’s not designed to glide (the F-117A is a example, it drops like a rock). So the pilot can attempt to keep the plane under control as it glides, but the longer the plane is in the air the harder it is (a Harrier had to do it to land safely, a scary 2 minutes). So the pilot needs to make a Piloting check every turn to keep the plane gliding, the diff begins at 10 and goes up one diff level every turn after with 30 being the highest. If the roll is failed the plane goes into a dive, the pilot needs to make a Piloting roll at diff 20 to recover. He can attempt this roll until he recovers, ejects or is a greasy stain on the object that stopped the plane. HOME RULES BY CRUEL ANGEL’S THESIS G-SUITS G-Suits are suits for pilots that fly fighter and/or recon jets. Since these jets fly at incredible speeds and can perform tight turns. This creates a force known as g’s. G’s are a measure of acceleration due to gravity. Humans live in a 1g environment. When you travel at high speeds and make a tight turn, you exert a percentage of centrifugal force. This in turn creates a measure of g. This is calculated by A=v^2/r. This is Acceleration equals velocity squared divided by the radius of the turn. That result is then divided by acceleration due to gravity and that gives the g forces felt. Now acceleration due to gravity is 9.8 m/s^2 (read as meters per second per second) or 32.2 ft/s^2. In Mekton it is cheated, every 8 MA is a g, so when a jet makes a turn at 17 MA it is 2g’s. When g forces are felt two things happen, first you feel heavy (at 2g’s you feel twice as heavy). The second is the condition known as “eyeballs in”. The pull forces blood to pool in your legs, taking blood from your head and cause you to pass out from lack of blood in your head. You do get a warning, first you experience grey out, where your vision starts to get fuzzy, then blackout, you can’t see anything. Finally you will pass out. This is like getting incredibly dizzy. The human body can take up to 9g’s before passing out and the human body can take up to 14-15g’s before the spinal column is crushed, at this time you’re dead. Another version of g’s is known as negative g’s. These are felt when you stop fast or do a sharp downward dive. Known as “eyeballs out” since the blood is being forced into your head. The human body cannot take negative g’s as well as positive g’s. Around negative 2-3g’s something called “red-out” occurs. This is when the blood vessels in the eye burst and the world is now seen through a shade of light red, you get a warning by pink-out first, when you notice the world has a pink haze to it, this is due to increased blood, but just before the blood vessels burst. Experience high enough negative g’s and you eyes will be forced out of their sockets, usually pilots will change the rotation of the plane to cause positive g forces since the body can handle positive g’s better. To combat these problems the G-Suit was developed. It uses liquid-filled bladders to keep the blood where it should be. This only helps prevent black-out. The character makes Endurance rolls to pass out at one difficulty level less. Also the G-Suit will only work on positive g forces, since negative g’s will push the liquid in the bladders up and away form the body. CANARD WING A canard wing is two small wings near the front of jets to give them better maneuverability in an atmosphere, but keeps the jet from reaching top speed due to drag forces involved. There is no system needed to buy this, it grants no true bonuses, but the system can be attacked and that can cause problems. If a jet with a canard wing is attacked in a atmosphere and one of the canard wings is hit, the jet then has a -2 MV due to how the air is flowing around the jet fighter. A canard wing can be hit by a called shot at -4 or as a Other on the random (roll another D10, canard hit on 8-10) or special (Gm decides) hit chart. The canard wing only gets armor protection. Now if the other wing is destroyed (Valkyries can go to GERWALK to rip the other canard off) then the jet only has -1 MV since the maneuverability was lost. This is only in an ATMOSPHERE, if done in space then it don’t matter. G FORCES We all know what g forces are and what effect they can have on a pilot, but Mekton Z never covers the rules for these. So here are some basic rules. The human body can take up to 2-3 g's (the Space Shuttle lifts-off at max is 3 g's and most roller coasters pull this, but not as long as the Space Shuttle. 5-6 are the max for the average human, and 8-9 is about the limit you can take w/o a g-suit (due to how g-suits work, the Blue Angel's do not use them in air shows and reguraly pull 8 g manueuvers, g-force suits make feats of aeroacrobatics hard to pull, they were built for combat not show-boating). So how are this handles if you want to play with realism or just want to make hero sweat as he rolls? Well when you pulls a turn what you feel is tough (even pull a tough turns change the force you feel, a bank can change a few degrees and that makes a big change in the g's), you can eithier take a few minutes to bust the math to see how much force he takes or you can do this. Every 8 MA is a g, so use that for a base then figure the turn, every hex facing is 1 g (at higher speeds this might change, but hey we want effect). Next is a BOD+Endurance roll (Resist Torture/Drugs can be used as well) to see if the player sucessfully turns and remains awake. g forces Diff 4-6 15 5-7 20 8-9 25 10+ 30 15+ you are dead If you think having a diff. for 10+ is dumb since at 9 you pass out, remember g-suits and g-compensators allow you to take more g's then you normally could. A G-suit will lower the Diff by one level as will anytype of g-compensator (like those in the Meltran Power Armor, the YF-21 and VF-22). Keep in mind you need to pull 15 g's for a few seconds to actually die, but you get the idea. Sudden stops incur incredible g forces and can kill, but a well enough pilot can survive (although you might have a crushed vertabea or two and thats for starters, it gets worse (pinpoint hemmoraging in the eyes, broken ribs for example), but thats something for the GM can decide on). Well i guess that does it for some of the changes, there are others i will post them when i have the time to find them, any questions don't hestitate to ask. Cruel Angel's Thesis
  21. Not to get off topic, but several planes have gone supersonic over the U.S. many times, we just don't know about them. I will throw out a couple, back in the '90's there was Stove Pipe it was going supersonic over California as it went to its desitnation, I belive Nellis AFB. Just recently (back in Jan) a FAA controller in Alburquerque NM, had a small talk with a plane that refused to tell what type it was and its true altitude. Only thing revealed was that it was Lockheed Test 2334 and it was going supersonic at Flight Level 60. Then it told the controller it was heading back to Vegas then to somewhere in the Nellis Range, the only places in Nellis for landing is the TTR and AFFTC Det. 3. Several times when the SR-71 was still flying they set several across the nation records involving them going supersonic over the contry. Like i said not to get off topic, but the whole can't go supersonic over the US is rather laughable, it seems to be done on a regualr basis, also when we had the ATF trials those planes did go supersonic. So i don't think its a matter of you can't go supersonic, you just need to watch your how high you are when you do it. Oh by the way nice pics David. Also wow on the Valkyrie drawing by Studio Nue. I thought the Valkyrie project was retired due to the fact the Russians had a MiG (forgot which one) that could up to Mach 3 and as such the Valkyrie was bait. Then again it was said the same for the Blackbird, but they never caught here eithier. Oh David you forgot the other factor Blackbird had in avoiding SAMs was Music. Cruel Angel's Thesis
  22. Well had hoped for more reponses for this, but i shall at least post the rules needed for Macross in Mekton and the VF-1, just to give you an idea. Who knows i may get more reponses. Well i shall have the rules up soon, followed by the the VF and all varaints. Cruel Angel's Thesis Member of the 5th SOG "Thunder Hammers"
  23. First time doing on of these topics, so i'll get to the point. I have since last year been writing up the Valkyries for the Metkon Zeta RPG. For those not in the know Mekton Zeta is the closest RPG book for anime mecha roleplaying. The system is easy to know and the mech design system is one of the best, despite some shortcomings it has. Back in the old forum someone was talking about doing the Valkyries for this system, but never seem to finished and has not posted since to my knowledge. So i am willing to post my designs for the Valkyries and the new rules one would need for them, since Mekton Zeta represends the average anime, so some tweaking needs to be done, most of this is my doing with some help from Tsuneo Tateno, writer of the Gundam Senki game using the Mekton system (MTS) for it, coming soon from R. Talsorian Games. Anyway, might as well see if anyone is interested in my posting of these write-ups, after it would be a waste to post them and not have anyone look at them. Well I'll look at the replies after about a week and see where to go from there. Cruel Angel's Thesis Member of 5th SOG "Thunder Hammers"
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