Post by Hypester on Mar 10, 2009 8:24:33 GMT -5
Hey Guys -
I have some ideas for some vehicle games, but I think I wanted to clarify some potential rules for making vehicles challenging and fun. So here it goes.
1. The Vehicle has its own Energy Reserve and Regeneration
Like Powered Armor, your car, jet or hovercraft requires a pilot to make decisions, but it does not require their energy.
Vehicles, however, often have a large energy battery, with a relatively low regeneration rate. They 'run out of gas' unless they have some sort of high tech energy regeneration system. Or maybe they're alive in their own right and have their own natural regeneration.
2. Pilot Actions only apply to the Pilot and use their energy source
Your actions are still available to your pilot character, who still use their own reserve. This means that in a vehicle, you will have two stone allocation sections, first your personal one, then your vehicle's one.
You may be using Business Skills on the phone, while trying to tail one of your targets, for instance. Or, you may be using your own ranged combat while shooting out of the window and doing combat driving. Sitmods, as always, may apply.
3. Specialized Vehicle Attributes
Vehicle attributes have the same costs as normal attributes except when specified.
Vehicle Intelligence/"Systems" - For standard car, its a 0. Represents how sophisticated and connected the systems of the car are.
Vehicle Strength/"Horsepower" - This is used for towing and pushing objects.
Vehicle Agility/"Manueverability" - This is used to determine things like reaction time of a vehicle and turning radius.
Vehicle Speed/"Speed" - Pretty self explanatory. For land vehicles, based on Running chart on D&R. For air vehicles, based on the Flying chart on the D&R.
Vehicle Durability/"Durability" - Pretty standard as well.
4. Specialized Vehicle Actions
There are certain actions that are only available to vehicles. They are generally variations of normal actions. Some of them have a Vehicle Ops bonus, meaning you can contribute stones from your pilots energy reserve to the action up to your pilots Vehicle Ops action number.
Note: These actions' numbers represent the vehicle's design for these actions, and in no way reflect on the driver's skill. That's what the Vehicle Ops bonus is for.
Stunt Driving (Acrobatics)
- CL = AN
- Vehicle Ops Bonus
- Useful for making jumps, balancing the car and other exceptional tricks. Sitmods may apply.
Combat Driving (Close Combat)
- CL = AN
- Vehicle Ops Bonus
- Used for using the car as a battering ram and as well avoiding impacts from other objects.
Stealth Driving (Black Ops)
- CL = AN
- Vehicle Ops Bonus
- Used for tailing other vehicles unnoticed or staking out locations.
5. Specialized Vehicle Modifiers
Whip Appeal
- CL = MN
- Vehicle has a certain amount of impressiveness to the observer due to its style, appearance or pedigree. The modifier can be used in combination with social skills in the presence of the vehicle.
6. Vehicle Destruction and Death
The Vehicle has the chance to become damaged in case of being put in a 'coma.' This 'coma' requires a repairperson, as opposed to having the natural healing of a human being. The exception being, if you choose to purchase a healing factor of some sort for your vehicle.
If the vehicle is destroyed, then it deals its remaining energy reserve as an area attack with a range of 2. It does not matter if the vehicle was not destroyed by energy that would ignite its energy reserve, in cinematic fashion, cars always blow up. That's the only way we can know that they are destroyed.
7. Conclusion
These are my basic rules. The cost levels may need a little bit more balancing, but I think we have something workable. Any problems you guys can see coming up with this?
I have some ideas for some vehicle games, but I think I wanted to clarify some potential rules for making vehicles challenging and fun. So here it goes.
Piloted Vehicle Gameplay
For the MURPG System
by Hypester
For the MURPG System
by Hypester
1. The Vehicle has its own Energy Reserve and Regeneration
Like Powered Armor, your car, jet or hovercraft requires a pilot to make decisions, but it does not require their energy.
Vehicles, however, often have a large energy battery, with a relatively low regeneration rate. They 'run out of gas' unless they have some sort of high tech energy regeneration system. Or maybe they're alive in their own right and have their own natural regeneration.
2. Pilot Actions only apply to the Pilot and use their energy source
Your actions are still available to your pilot character, who still use their own reserve. This means that in a vehicle, you will have two stone allocation sections, first your personal one, then your vehicle's one.
You may be using Business Skills on the phone, while trying to tail one of your targets, for instance. Or, you may be using your own ranged combat while shooting out of the window and doing combat driving. Sitmods, as always, may apply.
3. Specialized Vehicle Attributes
Vehicle attributes have the same costs as normal attributes except when specified.
Vehicle Intelligence/"Systems" - For standard car, its a 0. Represents how sophisticated and connected the systems of the car are.
Vehicle Strength/"Horsepower" - This is used for towing and pushing objects.
Vehicle Agility/"Manueverability" - This is used to determine things like reaction time of a vehicle and turning radius.
Vehicle Speed/"Speed" - Pretty self explanatory. For land vehicles, based on Running chart on D&R. For air vehicles, based on the Flying chart on the D&R.
Vehicle Durability/"Durability" - Pretty standard as well.
4. Specialized Vehicle Actions
There are certain actions that are only available to vehicles. They are generally variations of normal actions. Some of them have a Vehicle Ops bonus, meaning you can contribute stones from your pilots energy reserve to the action up to your pilots Vehicle Ops action number.
Note: These actions' numbers represent the vehicle's design for these actions, and in no way reflect on the driver's skill. That's what the Vehicle Ops bonus is for.
Stunt Driving (Acrobatics)
- CL = AN
- Vehicle Ops Bonus
- Useful for making jumps, balancing the car and other exceptional tricks. Sitmods may apply.
Combat Driving (Close Combat)
- CL = AN
- Vehicle Ops Bonus
- Used for using the car as a battering ram and as well avoiding impacts from other objects.
Stealth Driving (Black Ops)
- CL = AN
- Vehicle Ops Bonus
- Used for tailing other vehicles unnoticed or staking out locations.
5. Specialized Vehicle Modifiers
Whip Appeal
- CL = MN
- Vehicle has a certain amount of impressiveness to the observer due to its style, appearance or pedigree. The modifier can be used in combination with social skills in the presence of the vehicle.
6. Vehicle Destruction and Death
The Vehicle has the chance to become damaged in case of being put in a 'coma.' This 'coma' requires a repairperson, as opposed to having the natural healing of a human being. The exception being, if you choose to purchase a healing factor of some sort for your vehicle.
If the vehicle is destroyed, then it deals its remaining energy reserve as an area attack with a range of 2. It does not matter if the vehicle was not destroyed by energy that would ignite its energy reserve, in cinematic fashion, cars always blow up. That's the only way we can know that they are destroyed.
7. Conclusion
These are my basic rules. The cost levels may need a little bit more balancing, but I think we have something workable. Any problems you guys can see coming up with this?