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There's 2 new statistics which current pages lack.
1) Mass. How heavy character is. Important for purposes of characters pushing, pulling, throwing, lifting each-other; for whether or not character can stand on something without breaking it; and for some other thins.
It would be measured in same scale as Lifting Strength. E.G. a 62-kg human would have "Average Human" Mass.
2) Attack Rate. This is very important parameter, which could be described as "How short are intervals between attacks", "How many attacks character can make per minute" or "How much dakka character has". Having higher Attack Rate than enemy can be a colossal plus in battle.
It would have it's own scale, since it's completely different from normal Speed. Average Human level would be intervals of 1 second or 60 attacks per minute (1 solid melee weapon swing per second).
For example, most semi-automatic firearms would have Attack Rate of 3, MG-42 would have 20 and Minigun would have 100.
Character could have split Attack Rate - such as time for reloading the magazine, time for weapon to cool down, weapons with variable fire rate, etc.
1) Mass. How heavy character is. Important for purposes of characters pushing, pulling, throwing, lifting each-other; for whether or not character can stand on something without breaking it; and for some other thins.
It would be measured in same scale as Lifting Strength. E.G. a 62-kg human would have "Average Human" Mass.
2) Attack Rate. This is very important parameter, which could be described as "How short are intervals between attacks", "How many attacks character can make per minute" or "How much dakka character has". Having higher Attack Rate than enemy can be a colossal plus in battle.
It would have it's own scale, since it's completely different from normal Speed. Average Human level would be intervals of 1 second or 60 attacks per minute (1 solid melee weapon swing per second).
For example, most semi-automatic firearms would have Attack Rate of 3, MG-42 would have 20 and Minigun would have 100.
Character could have split Attack Rate - such as time for reloading the magazine, time for weapon to cool down, weapons with variable fire rate, etc.