Settings for a Isometric Cameras in Blender, adapted from
Daring Dino’s video Creating Isometric Cameras in Blender.
Setting up the camera this way requires that it is set to Orthographic with the rotation adjusted 54.736, 0, 45 (X, Y, Z). The XYZ coordinates can be anywhere to set up a good shot.
- True Isometric Camera. X rotation: 54.736, Y: 0, Z: 45
- Game Isometric Camera: XYZ (60, 0, 45).
- Game 4to3 Isometric Camera: XYZ (40.5, 0, 45).
I’ve also noticed that if the Z-rotation is shifted +-90 to (45, 135, 225, or 315), it still maintains an isometric view, but from a different side.
Back in ’94-’95, I updated the Netrunning rules to make play easier, especially for Net Combat. What follows is a summary / TLDR of those rules. Each round plays out at the same speed are the real world, just to keep the game flowing.
Initiative: The interface skill on page 46 says, “Other players can enter the Net, but cannot use the Menu.” This means that any action in the net requires Interface (See pages 149 – 150). I doubt this was intentional, so we just dropped this requirement and made Interface improve initiative. Making Netrunners, the Solos of the Net.
INT + Interface + speed – number of LDLs + 1d10
* LDLs in Africa get -2 each, not -1.
Jacking Out: The next change was logging out, the roll of 8 or less on a 1d10, seams at odds with the rest of the system and a character’s Cool should play a part.
COOL + 1d10 vs 12
Using Software: This section was a little convoluted with Interface use in some places but not others. So the goal here was to simplify the dice rolls for Net Combat. Str vs. Str roll with program types acting against one another. If the roll is tied then favor falls to the defender.
INT + Str + 1D10 vs INT + Str + 1D10
|Anti-System / Anti-Deck
|Anti-Program / Anti-IC
||The Str of the program it’s attacking.
||Controller in device
||See the programs it’s loaded with