12-30-2010, 05:54 PM | #41 |
Join Date: Dec 2008
Location: Texas
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Re: Gurps Vehicles
I'm so excited!!! WOO HOO!!!
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12-30-2010, 06:19 PM | #42 | |
Join Date: May 2007
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Umm . . .
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Of course, I simply might be getting wider. |
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12-30-2010, 06:32 PM | #43 | |
Join Date: Aug 2004
Location: In the UFO
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Re: Umm . . .
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Still, imagine flying across the Atlantic in a vehicle with no aisles at all, not enough headroom to stand up, and non-reclining seats... Though I suspect we're ALL getting wider...
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Is love like the bittersweet taste of marmalade on burnt toast? |
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12-30-2010, 06:35 PM | #44 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Umm . . .
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I've flow Domestic flights where I had as about as much room as I would have in Mini. Where international flight are not as claustrophobic, but more like a economy car, where if i was a little shorter in the leg it would have been fine for the long duration.. I've also scored business class upgrades on those international flights, and found no shortage of leg room. David point of the type of seating making a huge difference is well taken 8) |
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12-30-2010, 06:46 PM | #45 |
Join Date: Aug 2004
Location: In the UFO
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Re: Gurps Vehicles
I hope to deliver a final draft early in the new year (and then it will be up to production). Lots of "bits" to deal with but the heroic playtesters have now designed dozens of vehicles of all types with reasonable success (and some failures, which I'm fixing) so the system is certainly "mostly functional" at this point
What is being handled now are various complex rules - for example, yesterday was spent refining the pressure hull rules to give more accurate results for crush depth and simplifying the rules mechanic for folding subassemblies, and attempting to assemble a list of rules that seemed overly "fiddly" (taking up too much space or effort for the amount of value they received) and which could be slimmed down without losing flavor to save space and simplify the process. I have a big list of things to go through that turned up in the playtesting, and each change has to be checked against other rules. In some ways, VDS is kind of like a giant manual (Steampunk era?) computer program...
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 12-30-2010 at 06:50 PM. |
12-30-2010, 08:27 PM | #46 |
Join Date: Sep 2004
Location: KC-1
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Re: Gurps Vehicles
Thank you David, really looking forward to this!
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12-30-2010, 08:44 PM | #47 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: Gurps Vehicles
SSSSSSSSSsssssssssssssqqqqqqqqqqqqqqqqqqqquuuuuuuu uuuuuuuuuuueeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!! !!!!!
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12-30-2010, 08:48 PM | #48 | ||
Join Date: Dec 2009
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Re: Gurps Vehicles
Quote:
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Yeah. The previous editions took that a bit literally, though, with having to remember what step in the early chapter you came from, like it was on the stack >_<
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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12-30-2010, 09:16 PM | #49 |
Join Date: Mar 2010
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Re: Gurps Vehicles
Ahem.
GIMME GIMME GIMME GIMME GIMME GIMME GIMME GIMME GIMME GIMME!!!!!!!! |
12-30-2010, 09:26 PM | #50 |
Join Date: Aug 2004
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Re: Gurps Vehicles
I just hope that you've avoided reinventing the wheel. For instance, Vehicles had some rather elaborate rules for determining how much motive power the horses in a horse-and-buggy rig generate; meanwhile, GURPS already includes some perfectly serviceable rules for determining how much a horse can pull and how fast it can move while doing so. I've always found the Vehicles take on the horse-and-buggy to have needlessly redundant rules in this regard; I'm hoping that the VDS will handle it as an expansion of the existing "pulling encumbrance" rules, rather than effectively trying to reinvent those rules.
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Tags |
gurps vds, vehicle design system |
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