04-12-2018, 10:48 AM | #31 | |
Join Date: Jul 2013
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Re: Stagnation in Road Combat Designs .
Quote:
https://arstechnica.com/cars/2018/04...s-not-perfect/ |
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10-23-2018, 01:58 AM | #32 |
Join Date: Jan 2006
Location: London, UK
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Re: Stagnation in Road Combat Designs .
Saw few articles where they're trying to make Lithium based batteries more Impact/Fireproof :
https://www.google.co.uk/amp/s/spect...n-hit.amp.html http://www.eenewseurope.com/news/sep...ies-fire-proof By late 2030s CW Timeline , I'd of imagined that many of the current problems with batteries/power plants would be ironed out ? CW PPs only catch fire when hit with direct attack , Fire Modifiers or extreme overwork . Personally with new multiple Fireproof & Fire resistant technology being incorporated into real life Electric Cars , I'd make first 50% (round down) of a Power Plants Damage Points count as Fireproof : they'd be able to take a hell of a beating before there's any chance of them actually bursting into flames .
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10-23-2018, 03:11 PM | #33 |
Join Date: Dec 2007
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Re: Stagnation in Road Combat Designs .
I'd always assumed the "fuel cells" were something other than just basic batteries -- given the importance of algae to the CWverse, I saw power plants as "bioengineered algae producing hydrogen, which is then burned in a turbine or similar", the chance of fire and explosion coming from the hydrogen being produced. It would also explain why "recharging" is so short -- instead of dumping electrons, one is replenishing the algae's water supply.
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10-27-2018, 09:42 PM | #34 | |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Stagnation in Road Combat Designs .
Quote:
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10-27-2018, 11:17 PM | #35 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Stagnation in Road Combat Designs .
More to the point, cars in cinematic combat games should catch fire and explode, not because it’s how cars behave in real life, but because that’s how they behave in action movies!
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10-28-2018, 07:30 PM | #36 |
Join Date: Mar 2011
Location: Spinward Marches
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Re: Stagnation in Road Combat Designs .
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10-29-2018, 08:37 AM | #37 | |
Join Date: Jun 2008
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Re: Stagnation in Road Combat Designs .
Quote:
Whether it is algae powered or uses "Red Mercury" is for you to decide ;) |
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10-29-2018, 02:13 PM | #38 |
Join Date: Dec 2007
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Re: Stagnation in Road Combat Designs .
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....
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10-31-2018, 11:54 AM | #39 |
Join Date: Jun 2012
Location: CA
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Re: Stagnation in Road Combat Designs .
Fire and explosion was the #1 killer in our games. Remember a pedestrian can't move the turn he exits a vehicle, then can't sprint further than 2" away in a single round... that's two bonus rounds where the explosion can kill them.
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10-31-2018, 02:01 PM | #40 |
Join Date: Dec 2007
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Re: Stagnation in Road Combat Designs .
Exactly -- one has to bail out of a burning vehicle at a speed, and a point in the turn, where the car's momentum will carry it far enough away to not kill the ped; and most of those speeds are fast enough to kill a ped who bails out anyway. Even Ejection Seats might not work, if the ped's already used his firing action that turn, or if the car blows up as he's ejecting.
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