- Intercity District Type Electric Car
- Long range Touring Type Car
- Semi Truck
- Bus
- Pickup Truck/ Technical
- Armored Personnel Carrier/Fast Attack Vehicle
- Tank
- Power Armor (Utility, Standard, Anti-Tank, Stealth)
- Helicopter
- Drone
- Ultralight
- Motorcycle
This has started to pose a bit of a problem, because as I work out the numbers, the current system begins to seem a bit too inaccurate. Thinking of vehicles in personal terms does make bookkeeping simple, and limits the number of new rules needed. Furthermore, this isn't supposed to be a vehicle combat war game or a recreation of movies like Mad Max and Deathrace 2000.
Yet, I am beginning to feel that perhaps acceleration is a good stat to have in situation where you need to know if a vehicle can outrun a rampaging monster. How do you determine towing or animus points? In the case of people Wits/Technique affects carrying capacity because knowing what to pack and how to balance the load affects how much you can stuff in the pack yet still access quickly - but the technical sophistication of truck's on-board computer does not determine its trunk space.
For the time being, I'm thinking of introducing some sort of scale multiplier - rather than attributes added together. It will probably be on a scale of one to five, or perhaps up to seven to match the current scale. Powered armor would probably be only one or two (there aren't Iron Man suits after all)
Of course I could just make up numbers - but I feel a system would be better. I've seen several games where the scale of armor or number of hit points gets out of hand, and would like to avoid that. I don't see a player oriented vehicle construction system in the future, but a concept of one will make my life easier.
Possible new Attributes:
Acceleration, Cargo, breaking distance, ground-clearance/off-road rating, highway rating, passenger safety/critical threshold (if more than X damage - people or things inside get hurt)
No comments:
Post a Comment