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Old 10-31-2018, 07:07 PM   #41
kjamma4
 
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Default Re: Stagnation in Road Combat Designs .

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Originally Posted by 43Supporter View Post
if the ped's already used his firing action that turn
That's when he gets to use his "on fire" action!
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Old 10-31-2018, 08:14 PM   #42
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Default Re: Stagnation in Road Combat Designs .

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There is one minor problem with that: Having been in a few games where everyone blows up at once (lots of Inc. ammo; lousy FE rolls), sometimes the "cinematic explosions" get in the way of actually playing the game....
Yeah, but it's really cool when that happens >:)
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Old 11-01-2018, 11:08 AM   #43
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Default Re: Stagnation in Road Combat Designs .

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Yeah, but it's really cool when that happens >:)
Once, perhaps; then it's just Annoying. :)

It doesn't help that the F&E rules are far too complicated (and for me to be saying that indicates just how bad it is :) ), which is one of the big reasons we didn't make much use of Inc. weapons; this ties back to the original post's question re: stagnation of designs -- if a rule is too complicated (or annoying), players won't use anything which requires it....
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Old 11-01-2018, 11:22 AM   #44
swordtart
 
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Default Re: Stagnation in Road Combat Designs .

As we are talking about road combat there are many reasons why your opponent would be as disappointed as you if you caught fire, not least off-setting his repair costs with salvage.

I can't see any good reason why a professional bandit would load incendiary. And I see plenty of good reasons why anyone who lost a fight and was using incendiary ammunition would not survive even if his friends walked away.

"Shootin' people from far away, tha's just business. Burnin' people alive, tha's plain evil. Well those who live by the sword... Light him up Joe!"
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Old 11-01-2018, 12:57 PM   #45
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Default Re: Stagnation in Road Combat Designs .

Burning people alive - it's called terrorizing the remaining vehicles into surrendering.

Burn the escorts, salvage the cargo (vehicles). Have expendable gang members with a PFE by the side of the road in a red cross jumpsuit to put out fires on vehicles who surrender.

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I can't see any good reason why a professional bandit would load incendiary. And I see plenty of good reasons why anyone who lost a fight and was using incendiary ammunition would not survive even if his friends walked away.

"Shootin' people from far away, tha's just business. Burnin' people alive, tha's plain evil. Well those who live by the sword... Light him up Joe!"
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Old 11-02-2018, 10:32 AM   #46
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Default Re: Stagnation in Road Combat Designs .

Wow, you people are evil. I'm gonna have to try that in my next convoy game >:)
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Old 11-02-2018, 03:17 PM   #47
Racer
 
Join Date: Jan 2006
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Default Re: Stagnation in Road Combat Designs .

That's why in our games , volatile weaponry/components on Commercial or Passenger Vehicles are a big no-no . Even those protected by FP Component Armour AND a IFE can be frowned upon depending on the scenario .

Fire , explosions , kamikaze attacks and suicidal ramming have a place :
Arenas . Or out of town grudge matches and BLUD meetings etc .

While many of games lack in said Fire - Explosions , they offer a chance for players to think creatively during combat .
Examples include capturing a Tanker trailer full of propane intact ; stealing or replacing with Standards all the Tires on a Collage's Bus as a revenge prank ; stealing a $200,000 Supercar for a unique engine part ; a low key hijacking of powerful Tractor , to haul your precious Trailer & cargo to meet a deadline when you've no cash to hire another one etc .

We often take a leaf out of the old school computer game Frontier: Elite II , where groups of 3-6 players will randomly travel from a starting city , looking for jobs , being hired to Escort or carry a passenger or two , Courier packages etc from local bulletin board or just patrol around said city looking for bounties in Bandits etc .
The randomness of these type of games give players a huge choice over the way they wish to play & a break from linear adventures or strict scenarios which get derailed due to a tiny mistake , with much frustration for both players & gamemaster .

Oh course everyone plays CW differently , and we're just throwing ideas out there .
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Old 11-03-2018, 09:18 AM   #48
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Default Re: Stagnation in Road Combat Designs .

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Once, perhaps; then it's just Annoying. :)

It doesn't help that the F&E rules are far too complicated (and for me to be saying that indicates just how bad it is :) ), which is one of the big reasons we didn't make much use of Inc. weapons; this ties back to the original post's question re: stagnation of designs -- if a rule is too complicated (or annoying), players won't use anything which requires it....
Heh, for a while I thought you meant the "Federation and Empires" rules >:) I had visions and bafflement of what Federation Starships were doing setting off fleet explosions that not only destroyed their ships, but Klingon ships as well. Just the way I think :)


Back on topic, fuel explosions have never been a big factor in any CW game I ever played. Rarely have I ever indulged in a gas-burner tournament, though I had changed numerous gas burners since the release of Dueltrack. Strangely enough (though perhaps not unexpectedly) I only ever designed two tanks with CW Tanks … go figure.

For all the game sessions I've ever been in, even with incendiary ammo and someone forgetting to buy FP armor for his car and then catching fire, I can't ever recall a non-dropped weapon explosion; i.e. an ammo magazine or gas tank erupting. Eh … maybe once or twice, but it didn't have the cascade effect that you all are describing. And that really baffled me, but it's like I had to remind myself that CW was predominantly electric cars shooting at one another.

Yeah, for all the FOJs and HDFOJs … I can't remember a lot of explosions in my CW games.
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Old 11-03-2018, 02:20 PM   #49
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Default Re: Stagnation in Road Combat Designs .

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Heh, for a while I thought you meant the "Federation and Empires" rules >:) I had visions and bafflement of what Federation Starships were doing setting off fleet explosions that not only destroyed their ships, but Klingon ships as well. Just the way I think :)
All things considered.... >:) (And I have seen SFB games where one ship going Kerfloogie resulted in a chain reaction.)


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Back on topic, fuel explosions have never been a big factor in any CW game I ever played. Rarely have I ever indulged in a gas-burner tournament, though I had changed numerous gas burners since the release of Dueltrack. Strangely enough (though perhaps not unexpectedly) I only ever designed two tanks with CW Tanks … go figure.
Back in Omaha, Div. 25 was where the 150cid-with-Turbo came into its own; being able to design a Luxury-based "brick" with a 6-8d6 forward battery[*] made Inc. ammo surplus to requirements (usually the Central Compartment was blasted to tapioca before F&E could be invoked).

[*: This was before the Official Ruling on Sloping/Streamlining; and given the reason for it, we ignored it.]

I only ever designed four AFVs with _CWT_ -- two 15-ton, two 30-ton (one each tank, and infantry hauler) -- plus a couple armored cars (one stand-up fighter, one anti-riot vehicle). My "military designs" tended to have Wings and Propellers.... :)

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For all the game sessions I've ever been in, even with incendiary ammo and someone forgetting to buy FP armor for his car and then catching fire, I can't ever recall a non-dropped weapon explosion; i.e. an ammo magazine or gas tank erupting. Eh … maybe once or twice, but it didn't have the cascade effect that you all are describing. And that really baffled me, but it's like I had to remind myself that CW was predominantly electric cars shooting at one another.
One of my Championship wins (I think was a Club Championship) came about due to the confluence of arena design, and me being the only one with Inc. Spikes. The arena floor looked like an hourglass, which meant it had five "choke points" (one each end of the "stems", one where the two halves of the "hourglass" met); I used Inc. Spikes at each of the chokepoints; the result was me blowing off a tire on one competitor, slowing him to 5 MPH and setting him up for a gun-shot, and weakening the tires of the other to where all I had to do was force him to make a control roll, which caused him to skid, which blew a tire, which forced a control roll... you get the idea. :)

I preferred Inc. Spikes for their persistence; in the above example, it wasn't just the initial damage, but the tire then catching fire and burning away -- and there was nothing the target could do to prevent it.

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Yeah, for all the FOJs and HDFOJs … I can't remember a lot of explosions in my CW games.
Not just FO -- there was one Club Championship in Omaha where we used a "stock" car design, as the previous year had been plagued with Illegal Vehicles (including one a solid $5,000 over Div. limit... [eyeroll]). I was put in charge of coming up with the design; I used MG and VMGs with Inc. ammo, SDs and MDs with Inc. ammo, FCEs, that sort of thing -- oh, and not an FE to be seen in the design specs (they did have FP armor, but once that was gone... well, Our Leader *did* ask for a Flawed design >:) ). I think that event saw at least two explosions; and there would have been more, except someone put part of his personal-gear budget towards a PFE. :)
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Old 11-03-2018, 11:04 PM   #50
Blue Ghost
 
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Default Re: Stagnation in Road Combat Designs .

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All things considered.... >:) (And I have seen SFB games where one ship going Kerfloogie resulted in a chain reaction.)

*much snippage*

...well, Our Leader *did* ask for a Flawed design >:) ). I think that event saw at least two explosions; and there would have been more, except someone put part of his personal-gear budget towards a PFE. :)
Remind me to PM you the anecdote about the Andro Dominator with full batteries and PA panels holding all of its Sat ships in its bay, and that one pin prick of a phaser-III caused it to wipe out the map >:) Yes, these were Commander's rules.

However, this is a Car Wars thread, so, back on topic …, on Fire Extinguishers; it's why, if I think of it, I always pack a couple of foam-nades on my driver or gunner >:)


"What, we're on fire? Pull that pin!" And so it goes.

Back to the OP though, with 6E in the works there may be a new "avenue" of beginner car design, but I think with classic CW, as with all things, there's only so many effective combinations of weapons and armor you can come up with. Though I've not noticed it myself.
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