A list of puns related to "Force multiplication"
The user can multiply forces, without exerting much strength.
The user, for example, can run at superhuman speeds without much effort, or even launch people into the air just by flicking.
However, there is a limit to how many times they can multiply the force. The more they multiply, the more taxing it will be on their body. Multiplying the force too much can cause muscles in the body to tear apart, and bones to break.
Overusing this power can also injure the user, like if they multiply the force of their flicks too often, their finger will become weak overtime, if used even more, can cause their finger to not be functional anymore.
This was originally a post that I made for a thread that has since been deleted. I'm putting it here and potentially fleshing it out more for posterity's sake.
Since everyone has given the classical opinion that I have given out many times (and still agree with to some extent), I'm gonna completely go against what everyone is saying by telling you that for the specific scenario of a 10v10, having 1-2 players playing Support decks is not only viable, it's required.
Why? Because 10v10s are so dense (player count relative to frontage covered), there comes a point where additional frontline ground units is actually detrimental. To understand why it becomes a detriment, I'm gonna have to bring up the concept of force multiplication. Strap in boys, girls, attack helicopters, and gender-fluid... things, this is gonna be long.
Force multiplication is honestly an extremely easy concept to understand. You have your foundational force, which is then amplified by some fancy shit (the force multiplier) that lets your foundation do far more than it can by itself. It's the nuances that are a bitch.
In my mind, there are only 2 absolutely core unit types: infantry and armor (IFVs and tanks). The interplay between these unit types is so fundamental and powerful that it is the foundation of almost everything in this game (Recon is not a unit type, it's a modifier). Literally every other unit in the game can be thought in terms of either protecting or disrupting this relationship. Thus, we can call the infantry-armor relationship the foundation of our force-multiplying equation.
So what's everything else? Simple, they are force multipliers, allowing you to either preserve your own tank-infantry combo (AA, smoke) or disrupt the enemy's (ATGMs, big HE arty). It's important to note that your multiplier value can never be 0 - the minimum value is 1. However, you foundation value can be zero.
So that's great and all, but how does all this pseudo-military bullshit actually apply to this autistic game?
Your foundational value (henceforth called FV) for tanks-infantry is dependent on density. If you have 1 infantry squad and 1 tank for the entire map, your FV is basically 0. The more tanks and infantry you have (the ratio of which is highly dependent on terrain and is not the subject of this impromptu essay), the higher your FV goes. In general, FV increases linearly.
MV is exponential.
There are 2 tracks (3 if you count naval but blech) of force mu
... keep reading on reddit β‘NOTE: I often reference comics as sources in my posts which could constitute spoilers.
Something I found disappointing about the Planet Mercenary rules is the limitations put on fireteams. For one thing, they are just assumed to have basic gear and armor is abstracted so that any shot is lethal half the time. Force multipliers are talked about a lot in the comic and there are many reasons that you'd go into a fight with a different loadout. Now you probably could just buy them gear anyway, but the abstracted economy is set up with the assumption that you don't have to equip dozens or hundreds of soldiers.
Examples where equipment might be different (many taken directly from the comics):
Your fireteam was captured and stripped before you escaped, meaning that you're stuck with soldier boosts (if they ever put that in the game), whatever improvised weapons you can get, and maybe a limited amount of stolen weapons.
You are working as mall cops and your employer insists that you leave your weapons at home.
You had an experience where the enemy had armor and found that your grunts were less bulletproof than you'd like, so you bought/made armor for everyone.
You heard the enemy might have tanks or power armor and want some anti-vehicle options (even a 6d6 damage fireteam does no hull damage).
You are tasked with non-lethally taking down 1-2 gangs of street thugs to sell back to their parents (my grunts need goober).
You're going in a no-gun zone and you need to pack something more concealable than your rifles.
As for solutions, I'm not sure. I don't think it should cost as much as PC equipment. Maybe some sort of abstracted gear templates that are priced in resources (with a few notable exceptions, PC gear tends to be price in supplies and company stuff, like ships and company AI rating, is priced in resources and tend to give you big things). Say a heavy-weapons package that allows for hull damage (might require some sort of roll to prevent auto-killing things with concentrated fire). Maybe a goober-package for non-lethal takedowns. An armor package might give a better than 50-50 chance of survival, offer a damage threshold to even force the coin flip, or even force the enemy to be able to do hull damage (if my grunts have odin suits, they don't have to worry much about thrown rocks). Armor packages might screw with ablative meat, but the scientist with bodyguards might like their meat to ablate a bit slower (maybe only attacks that g
... keep reading on reddit β‘Force multiplication refers to an attribute or a combination of attributes which make a given force more effective than that same force would be without it. The expected size increase required to have the same effectiveness without that advantage is the multiplication factor. For example, if a certain technology like GPS enables a force to accomplish the same results of a force five times as large but without GPS, then the multiplier is five. Such estimates are used to justify an investment cost for force multipliers.
Planetside2 is the only game of it's type in the MMOFPS genera and there are force multiplication techniques currently unique to this game. Many different techniques can be combined for an even greater effect. Other force multipliers are powerful enough that they merit having direct counters such as the relationship between air superiority (force multiplier) and anti-air weaponry (force multiplication counter).
Does anyone know of a comprehensive list of all the currently known and utilized force multiplication techniques available? General examples of categories from Wikipedia include:
Not all of them can be applied directly to the game as is, but for example things like weather I would translate over to manipulation of render distances or utilizing bugs.
I have witnessed and enjoyed some truly clever usage of the game's mechanics many of which have changed with time. I'm wondering what you guys enjoy fighting with, and hate fighting against enough to where you have possibly devised counter strategies.
TL;DR: How do you best enjoy giving yourself the edge? Do you think the game would be more enjoyable for the players if they better understood the force multipliers at play and available to them?
In Starmade, mostly what I see is whoever builds the biggest ship, wins.
This has turned into an arms race where people are going to keep building larger and larger ships, pushing the limits of servers even further.
How do you mitigate this?
Enter Force Multiplication
Simply put, give groups with larger numbers and smaller ships tactical options to employ against larger ships and smaller numbers. Some of these ideas include:
Hand-carried bombs to blow open blast doors etc. inside ships (caveat: should only work if the ship isn't docked, to prevent fly by night takeovers)
A nerf to destruction blocks (since more boarding parties will be around)
Projected sensor jammers that reduce the accuracy of docked turrets. This doesn't affect manned turrets (so ships can still be crewed but nobody should have a solopwnmobile)
Ability to couple destruction blocks, so for example you can have blocks that only damage shields or energy (but in enormous quantities since it's a single use option)
Hand carried area of effect sensor jammers that prevent detection should a ship be boarded (unless you're close)
Short range teleporter pads. If a ship is well manned, it should be easy for shipmates to rapidly deploy around the ship
What does everyone think of these?
I have seen three posts here now and have my own personal experience when working at dominoes. This is happening at all Dominos across America.
They make you come In for your shift, make you wait till there is a rush to clock in, and then will make you clock out when itβs slow.
This shit is illegal. If you show up you should clock in. If they make you clock out early go home. They canβt make you just wait around for scraps to fall on the ground.
Please do not shop at Dominoβs. Support your fellow workers. Do not support a business that exploits their workers. This is not just one franchise, this is happening at all of their stores.
https://twitter.com/dominos?s=21
Surtout en voyant amis et collΓ¨gues des USA pouvoir aller au restaurant, des les bars, vivre une vie quasi-normale... Je me dis que cela ne fait certainement pas une trΓ¨s bonne publicitΓ© pour MontrΓ©al en tant que destination pour les agents libres. Qu'en pensez-vous? cela aura-t-il un impact pour cet Γ©tΓ©, voir sur les joueurs souhaitant Γͺtre Γ©changΓ©s ?
Edit: Thanks for the tips everyone, I'll give it all a go.
I just don't get how Meryl Streep can get a billion nominations for crap like Devil Wears Prada and Florence Foster Jenkins but performances like Macavoy's just get left in the dust by award shows when you can argue he had one of the toughest acting jobs of anyone that year. I get the movie has a lot of controversial elements to it, but man what a shame.
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