09-24-2004, 04:45 PM | #1 |
Join Date: Sep 2004
Location: Oakland, CA, USA
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A Better Vehicle Design System
Since I believe that someday we'll be seeing Car Wars back in a meaningful way, I thought I'd brandy about a few ideas I had concerning the VDS, which should really be the first order of business, rather than trying to "retro-fit" it to existing designs.
So, a few notions in no particular order:
Thoughts? |
09-25-2004, 07:20 AM | #2 |
Join Date: Aug 2004
Location: In my house.
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Re: A Better Vehicle Design System
Makes sense to me. SOunds more like Battletech's design system, where you allot slots and tonnage.
Armor placement and weapon allocation could remain fundamentally the same. |
09-25-2004, 11:02 AM | #3 | |
Join Date: Sep 2004
Location: Oakland, CA, USA
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Re: A Better Vehicle Design System
Quote:
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09-27-2004, 01:11 PM | #4 |
Join Date: Sep 2004
Location: Oakland, CA, USA
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Re: A Better Vehicle Design System
OK, I've done a little number crunching on a few vehicle types, and have found some interestng results.
Let's start with the Body, looking at cost per space (green for cars, blue, for cycles, and red for trikes) http://www.geocities.com/schoon8654/.../VDSGraph1.jpg Best fit appears to be a constant cost per space, $45 for cars, $55 for trikes, and $60 for cycles. I fudged up for round numbers on these. |
09-27-2004, 01:20 PM | #5 |
Join Date: Sep 2004
Location: Oakland, CA, USA
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Re: A Better Vehicle Design System
Still working on the Body, looking at weight (of the Body itself) per space (green for cars, blue, for cycles, and red for trikes)
http://www.geocities.com/schoon8654/.../VDSGraph2.jpg Best fit appears to be a decreasing weight per space as spaces increase (which makes sense intuitively as well), with "slopes" of -3 for cars and -5 for cycles. Trikes make no sense at all to me as they exist now, so I "supposed" what might be a good fit between the other two. |
09-27-2004, 01:23 PM | #6 |
Join Date: Sep 2004
Location: Oakland, CA, USA
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Re: A Better Vehicle Design System
Still working on the Body, lastly looking at maximum weight per space (green for cars, blue, for cycles, and red for trikes)
http://www.geocities.com/schoon8654/.../VDSGraph3.jpg Best fit appears to be a decreasing maximum per space as spaces increase (which also makes sense intuitively), with "slopes" of -10 for cars and -5 for cycles. Trikes once again seemed counter-intuitive, so I "supposed" another fit between the others. |
10-02-2004, 02:33 PM | #7 |
Join Date: Aug 2004
Location: In my house.
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Re: A Better Vehicle Design System
Interesting. Keep it up!
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10-02-2004, 08:46 PM | #8 |
Join Date: Aug 2004
Location: Upper Marlboro, MD
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Re: A Better Vehicle Design System
Very nice work...
...and illustrates that making vehicles for that game without having a VDS can result in some really broken things -- a'la trikes. |
10-03-2004, 12:24 AM | #9 | |
Join Date: Aug 2004
Location: Twin Cities, MN
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Re: A Better Vehicle Design System
Quote:
BTW, the trikes in the graphs are either reversed or short a space. Not that it'll change the up-instead-of-down slopes. :)
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