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Old 02-27-2018, 06:04 AM   #13
swordtart
 
Join Date: Jun 2008
Default Re: Car Wars Beginner Here! (Classic Edition)

Quote:
Originally Posted by josephrey View Post

Say, beginner only deals with the most basic principles of moving and shooting. Intermediate introduces targeting mods. Advanced introduces jumping and falling rules. Etc, etc.
Movement in CW is fairly tedious, it needs the shooting to make it interesting, Shooting is tedious unless there is some tactical element which really requires there to be targeting modifiers (if you always need the same number to hit, why move at all?).

For beginning players the easiest was to simplify the game is to fix the design of the identical car they all use. If it has only a single direct fire weapon, you can pre-calculate most of the modifiers and just change the to hit number. You then only need to take account of range, speed and whether you are hitting the broadside or the front/back. I would expect any player that was going to go further in CW to expect these things to make a difference and put in the effort to understand them after a few turns.

You can simplify the relative vector calculation for speed mods if you want, just make it the speed of the enemy vehicle regardless of it's orientation to the firing car.

If the Arena is flat then jumping and falling are not relevant. You can still put in obstacles and walls to block LOS to make it interesting.

If you include dropped weapons (even smoke) you start to add complication exponentially.

Once you go beyond that you might as well use the whole rule set.
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