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Old 01-19-2009, 01:50 AM   #1
chaoticsyst3m
 
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Default Car Wars Variant VDS

I spent a good portion of Nov/Dec '08 creating an alternative vds for my gaming group (in preparation for the great Car Wars resurrection of '09). My goal was to balance the game better and greatly simplify vehicle design. There are no chassis mods, no special munitions, and engine power matches the max loads for cars. We are playtesting it now. I condensed the vds to fit in this forum post. I do have stats for cycles and trikes, but I'm only presenting the cars. We play 5e rules, but the vds can be used with 2.5 or 5e rules with only minor differences (which I point out).

STEP 1: BODY SIZE
Compact - $800, 800 lbs., max load 3,200 lbs., 8 spaces, HC 1.
Mid-size - $1,200, 1,200 lbs., max load 4,800 lbs., 12 spaces, HC 1.
Luxury - $1,600, 1,600 lbs., max load 6,400 lbs., 16 spaces, HC 1.
Pickup - $2,000, 2,000 lbs., max load 8,000 lbs., 20 spaces, HC 1.
Van - $2,400, 2,400 lbs., max load 9,600 lbs., 24 spaces, HC 1.

STEP 2: POWER PLANT
A car with power equal to its weight will accelerate 5 mph and have a top speed of 90 mph. A car with power double its weight will accelerate 10 mph and have a top speed of 100 mph. A car with power triple its weight will accelerate 15 mph and have a top speed of 110 mph. [5e: Ignore the last sentence and double acceleration.]

40kW Fuel Cell - $500, 200 lbs., 1 space, 2 DP, 1,600 power.
80kW Fuel Cell - $1,000, 400 lbs., 2 spaces, 4 DP, 3,200 power.
120kW Fuel Cell - $1,500, 600 lbs., 3 spaces, 6 DP, 4,800 power.
160kW Fuel Cell - $2,000, 800 lbs., 4 spaces, 8 DP, 6,400 power.
200kW Fuel Cell - $2,500, 1,000 lbs., 5 spaces, 10 DP, 8,000 power.
240kW Fuel Cell - $3,000, 1,200 lbs., 6 spaces, 12 DP, 9,600 power.
280kW Fuel Cell - $3,500, 1,400 lbs., 7 spaces, 14 DP, 11,200 power.
320kW Fuel Cell - $4,000, 1,600 lbs., 8 spaces, 16 DP, 12,800 power.
360kW Fuel Cell - $4,500, 1,800 lbs., 9 spaces, 18 DP, 14,400 power.
400kW Fuel Cell - $5,000, 2,000 lbs., 10 spaces, 20 DP, 16,000 power.
440kW Fuel Cell - $5,500, 2,200 lbs., 11 spaces, 22 DP, 17,600 power.
480kW Fuel Cell - $6,000, 2,400 lbs., 12 spaces, 24 DP, 19,200 power.

Platinum Catalysts - $250. Adds 400 to power.
Superconductors - $500. Adds 800 to power.

STEP 3: TIRES
Standard - $50, 30 lbs., 4 DP.
Heavy-Duty - $125, 45 lbs., 8 DP.
Solid - $250, 60 lbs., 12 DP.

High Performance Tires - $125 per wheel. Adds 1 to HC.

STEP 4: CREW
[unchanged]

STEP 5: WEAPONS
The total spaces of weapons mounted on any one side cannot exceed half your car's maximum spaces. [5e: 'Reverse' the to-hit numbers and triple ranges.]

Anti-Tank Rocket (ATR) - To-hit 9, 3d damage, $150, 50 lbs., 1 space, 1 DP, 1 shot.
Auto Shotgun (AS) - To-hit 6, 1d damage, $900, 125 lbs., 1 space, 2 DP, 10 shots, CPS $30, WPS 2.5 lbs. Does -1 damage for every full 4" of range.
Autocannon - To-hit 6, 4d damage, $3,600, 700 lbs., 4 spaces, 5 DP, 10 shots, CPS $90, WPS 10 lbs.
Chaingun (CG) - To-hit 6, 3d damage, $2,800, 525 lbs., 3 spaces, 4 DP, 10 shots, CPS $70, WPS 7.5 lbs.
Flamethrower - To-hit 6, 1d damage, $450, 300 lbs., 2 spaces, 3 DP, 10 shots, CPS $30, WPS 5 lbs. Maximum range 8".
Flaming Oil Jet - $350, 50 lbs., 2 spaces, 3 DP, 25 shots, CPS $20, WPS 2 lbs. Does 1d-3 damage to each wheel.
Grenade Launcher - To-hit 8, 1d damage, $900, 125 lbs., 1 space, 2 DP, 10 shots, CPS $30, WPS 2.5 lbs. [abilities unchanged]
Heavy Flamethrower (HFT) - To-hit 6, 2d damage, $750, 600 lbs., 3 spaces, 4 DP, 10 shots, CPS $50, WPS 10 lbs. Maximum range 8".
Heavy Laser - To-hit 5, 3d damage, $7,500, 525 lbs., 2 spaces, 3 DP, unlimited shots.
Heavy Machine Gun - To-hit 7, 2d damage, $1,500, 300 lbs., 2 spaces, 3 DP, 20 shots, CPS $50, WPS 5 lbs. Does 2 hits of damage if it misses by 1.
Incendiary Rocket (IR) - To-hit 9, 3d damage, $300, 50 lbs., 1 space, 1 DP, 1 shot.
Junk Dropper - [unchanged]
Light Laser - To-hit 5, 1d damage, $3,000, 175 lbs., 1 space, 1 DP, unlimited shots.
Machine Gun - To-hit 7, 1d damage, $900, 150 lbs., 1 space, 2 DP, 20 shots, CPS $30, WPS 2.5 lbs. Does 1 hit of damage if it misses by 1.
Medium Laser - To-hit 5, 2d damage, $5,000, 350 lbs., 2 spaces, 2 DP, unlimited shots.
Micro-Missile Launcher - To-hit 8, 1d damage, $600, 100 lbs., 1 space, 1 DP, 10 shots, CPS $30, WPS 2.5 lbs.
Minedropper - $500, 100 lbs., 2 spaces, 3 DP, 10 shots, CPS $50, WPS 5 lbs. Does 2d damage to the underbody.
Minigun (MNG) - To-hit 6, 2d damage, $2,250, 350 lbs., 2 spaces, 3 DP, 20 shots, CPS $50, WPS 5 lbs. Does 2 hits of damage if it misses by 1.
Oil Jet - [unchanged]
Paint Sprayer - [unchanged]
Recoilless Rifle - To-hit 7, 3d damage, $2,050, 375 lbs., 3 spaces, 4 DP, 10 shots, CPS $75, WPS 7.5 lbs.
Rocket Launcher - To-hit 8, 2d damage, $1,000, 200 lbs., 2 spaces, 2 DP, 10 shots, CPS $50, WPS 5 lbs.
Smokescreen - [2 DP but otherwise unchanged]
Sonic Cannon - To-hit 6, 3d damage, $6,000, 750 lbs., 3 spaces, 4 DP, unlimited shots. [abilities unchanged from 5e]
Spike Dropper - [2 DP but otherwise unchanged]

STEP 6: EXTRAS
Active Suspension - $4,000, 100 lbs. Adds 2 to HC. If a car with active suspension blows a tire, it's HC is only reduced by 2. [5e: only reduced by 1]
All-Wheel Steering (AWS) - $1,000, 50 lbs. Adds 1 to HC. A car with all-wheel steering can perform a 105 degree bend as a D7 maneuver. [5e: as a D6 maneuver]
Antilock Braking System - $500. [abilities unchanged]
Big Brakes - $200 per wheel. Increases safe deceleration by 10 mph.
Coilover Shocks - $200 per wheel. Adds 1 to HC.
Electronic Stability Control (ESC) - $500. Subtracts 1 from the Crash Modifier if you fail a Control Roll for a maneuver. Requires an antilock braking system.
Extra Magazine - [unchanged]
Fire Extinguisher - [unchanged]
Impact Trigger - [same as bumper trigger]
Link - [unchanged]
Low Profile - $500, 2 spaces. A low profile car is -1 to target and its top speed increases by 10 mph.
Pupil Scanner - $2,000. Adds 1 to the to-hit numbers of all aimed weapons for one crew member. Requires a targeting computer for that crew member.
Ramplate - $500, 300 lbs. A car with a ramplate does an extra 1d ram damage and takes only half damage to its front in a collision.
Smart Link - [unchanged]
Spoiler - $600, 20 lbs. Adds 1 to HC.
Targeting Computer - [unchanged]
Turret - One-space ($1,000, 100 lbs., 1 space), two-space ($1,500, 200 lbs., 2 spaces), three-space ($2,500, 300 lbs., 2 spaces)
Wheel Armor - $200, 80 lbs., adds 5 DP to each wheel. Wheel armor can be fire-resistant for $100 more or fireproof for $200 more.

STEP 7: ARMOR
Compact - Normal ($12, 6 lbs.), Fire-Resistant ($18), Fireproof ($24)
Mid-size - Normal ($16, 8 lbs.), Fire-Resistant ($24), Fireproof ($32)
Luxury - Normal ($20, 10 lbs.), Fire-Resistant ($30), Fireproof ($40)
Pickup - Normal ($24, 12 lbs.), Fire-Resistant ($36), Fireproof ($48)
Van - Normal ($28, 14 lbs.), Fire-Resistant ($42), Fireproof ($56)
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Old 01-19-2009, 02:50 AM   #2
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Default Re: Car Wars Variant VDS

This does look rather interesting - please let me (us!) know how the playtesting goes.

I'm getting closer to finish on my CarDesign program, and as soon as that's done, I'd start creating a complete program for playing CarWars alone or over the net. Would it be okay if I used your design system?
It's probably a *lot* easier to code a more simple design ;)

Ciao,
Klaus
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Old 01-19-2009, 07:37 AM   #3
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Default Re: Car Wars Variant VDS

Quote:
Originally Posted by klausbreuer
Would it be okay if I used your design system?
It's probably a *lot* easier to code a more simple design ;)
You can do whatever you want with it. I mean...I did post it in a public forum.

If you're lookin' for something simple, you could trying coding the unofficial vds for 5e (which was my starting point).
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Old 01-19-2009, 08:17 AM   #4
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Default Re: Car Wars Variant VDS

Quote:
Originally Posted by klausbreuer
I'm getting closer to finish on my CarDesign program, and as soon as that's done, I'd start creating a complete program for playing CarWars alone or over the net. Would it be okay if I used your design system? It's probably a *lot* easier to code a more simple design ;)
Wouldn't it be better to have the playing program load vehicle designs from the designing program, thus reusing the code you've already written?
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Old 01-19-2009, 09:03 AM   #5
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Default Re: Car Wars Variant VDS

Quote:
Wouldn't it be better to have the playing program load vehicle designs from the designing program, thus reusing the code you've already written?
Of course :-)

But it would not be terribly difficult (the code is neatly subdivided, all I'd have to do is take some parts out and change some data files). Of course I'd prefere The One And Only True 2e Version, but if I do get some major difficulties from SJG...
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Old 04-05-2009, 01:36 AM   #6
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Default Re: Car Wars Variant VDS

My friends and I have been playing Car Wars using my variant vds every other weekend for the last three months now. First off, let me tell you that my friends looove playing Car Wars. One weekend I suggested we play something else, and I was met with an emphatic "NOOOO!" I think SJG might have a hot property on their hands here!

I let everyone know the division and rules for each match, and they email me their designs. I check them over for legality and print up a schematic for each car. Then, on Gaming Night, we have 7-9 player autoduels with me refereeing. Here are some pics.

I've made three minor changes to my rules thus far:

1) A ramplate now does an extra +1 ram damage per die instead of an extra 1d. I found that rolling the extra die (a la bumper spikes) is awkward, and I'd prefer to just have one roll determine the total damage to both cars.
2) Wheel armor is now $800, 200 lbs., and adds 10 DP to all wheels. FR is +$400 and FP is +$800. I initially made wheel armor too cheap and realized its price should be comparable to upgrading tires. Also, wheel armor was too thin (5 DP) to offer serious tire protection.
3) The Sonic Cannon was a bit strong in playtesting, so I added the following line to its text: A Sonic Cannon does half damage to a side if the firer is not in that side's arc. So, now a Sonic Cannon typically does 3d damage to one side and half damage to an adjacent side. A skilled driver can maneuver into two of the target's firing arcs and still do the full 3d + 3d damage, though.

I gave my friends some additional toys to play with recently:

Subcompact - $600, 600 lbs., max load 2,400 lbs., 6 spaces, HC 1, normal armor ($10, 5 lbs.), FR ($15), FP ($20).

60kW Fuel Cell - $750, 300 lbs., 2 spaces, 3 DP, 2,400 power.

Flame Cloud Ejector - $1,000, 100 lbs., 2 spaces, 3 DP, 10 shots, CPS 50, WPS 5. [Does 1d-2 damage but abilities otherwise unchanged; 5e: 20 shots, CPS 25, WPS 2.5]
Gauss Gun - To-hit 5, 3d damage, $6,000, 400 lbs., 2 spaces, 3 DP, 10 shots, CPS 50, WPS 5.
Gauss Needler (GN) - To-hit 5, 1d damage, $2,000, 125 lbs., 1 space, 2 DP, 10 shots, CPS 20, WPS 2.5. Damage is halved against any part of a vehicle except the tires.
Ice Dropper - $500, 50 lbs., 2 spaces, 3 DP, 25 shots, CPS 20, WPS 2.
Microgun (MCG) - To-hit 6, 1d damage, $1,350, 175 lbs, 1 space, 2 DP, 20 shots, CPS 30, WPS 2.5. Does 1 hit of damage if it misses by 1.
Mine-Flinger - To-hit 8, $1,500, 250 lbs., 3 spaces, 4 DP, 10 shots, CPS 50, WPS 5. Maximum range 2".
Spike Gun - To-hit 8, $700, 125 lbs., 2 spaces, 3 DP, 10 shots, CPS 20, WPS 5. Maximum range 2".
Surge Rocket - To-hit 9, $600, 50 lbs., 1 space, 1 DP, 1 shot. [abilities unchanged from 5e]

Direct Voice Input (DVI) - $1,000. Allows one crew member to take one extra firing action per turn. This extra firing action can only be used to activate vehicular components. A weapon activated in this way fires as if it were on automatic.
Structural Reinforcement - $500, 250 lbs. A car with structural reinforcement takes -1 damage per die in a collision.
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Old 06-22-2009, 06:34 AM   #7
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Default Re: Car Wars Variant VDS

Well, it's been six months since I started this odyssey, and I just wrapped up the 2059 autoduelling season with my gaming group. I'll most likely do it again next year, though. My variant VDS has changed a lot, and I'm ready to unleash the current version upon the forum world. This can be used with the existing CWC2 rules, but since my pickup and van can both be over 8000 lbs., the Collision Damage Table (CWC2, pg.13) should be changed to this:

Vehicle Weight:
0 - 2,000 lbs. (-2 damage per die)
2,001 - 4,000 lbs. (-1 damage per die)
4,001 - 8,000 lbs. (normal damage)
8,001 - 12,000 lbs. (+1 damage per die)

Also, I recommend using the 5e wheel hub rules (5e rulebook, pg. 10) and the 5e fire rules (5e rulebook, pg. 11).

STEP 1: BODY SIZE
Subcompact - $600, 600 lbs., max load 2,400 lbs., 6 spaces, HC 2.
Compact - $900, 900 lbs., max load 3,600 lbs., 9 spaces, HC 2.
Mid-size - $1,200, 1,200 lbs., max load 4,800 lbs., 12 spaces, HC 1.
Luxury - $1,500, 1,500 lbs., max load 6,000 lbs., 15 spaces, HC 1.
Minivan - $1,800, 1,800 lbs., max load 7,200 lbs., 18 spaces, HC 1.
SUV - $2,100, 2,100 lbs., max load 8,400 lbs., 21 spaces, HC 0.
Pickup - $2,100, 2,100 lbs., max load 9,600 lbs., 15(+9) spaces, HC 0.
Van - $2,400, 2,400 lbs., max load 9,600 lbs., 24 spaces, HC 0.

STEP 2: POWER PLANT
40kW Fuel Cell - $1,000, 200 lbs., 1 space, 2 DP, 800 PF
60kW Fuel Cell - $1,500, 300 lbs., 2 spaces, 3 DP, 1,200 PF
80kW Fuel Cell - $2,000, 400 lbs., 2 spaces, 4 DP, 1,600 PF
100kW Fuel Cell - $2,500, 500 lbs., 3 spaces, 5 DP, 2,000 PF
120kW Fuel Cell - $3,000, 600 lbs., 3 spaces, 6 DP, 2,400 PF
140kW Fuel Cell - $3,500, 700 lbs., 4 spaces, 7 DP, 2,800 PF
160kW Fuel Cell - $4,000, 800 lbs., 4 spaces, 8 DP, 3,200 PF
180kW Fuel Cell - $4,500, 900 lbs., 5 spaces, 9 DP, 3,600 PF
200kW Fuel Cell - $5,000, 1,000 lbs., 5 spaces, 10 DP, 4,000 PF
220kW Fuel Cell - $5,500, 1,100 lbs., 6 spaces, 11 DP, 4,400 PF
240kW Fuel Cell - $6,000, 1,200 lbs., 6 spaces, 12 DP, 4,800 PF
260kW Fuel Cell - $6,500, 1,300 lbs., 7 spaces, 13 DP, 5,200 PF
280kW Fuel Cell - $7,000, 1,400 lbs., 7 spaces, 14 DP, 5,600 PF
300kW Fuel Cell - $7,500, 1,500 lbs., 8 spaces, 15 DP, 6,000 PF
320kW Fuel Cell - $8,000, 1,600 lbs., 8 spaces, 16 DP, 6,400 PF

STEP 3: TIRES
Mid-size and larger cars can have six tires. Cars weighing 7,500 lbs. or more must have six tires. A car with six tires requires two extra wheels which together cost $100 and weigh 30 lbs.

Standard - $50, 30 lbs., 6 DP.
Performance - $150, 30 lbs., 6 DP.
Run-Flat - $125, 45 lbs., 9 DP.
Off-Road - $150, 45 lbs., 9 DP.
Solid - $300, 60 lbs., 12 DP.

Cars with performance tires on all wheels get +1 HC, and cars with off-road tires on all wheels get +1 HC when off-road. Cars with any solid tires get -1 HC. Off-road tires and solid tires are immune to damage from normal off-road terrain. Solid tires are immune to damage from spikes. Run-flat tires have a solid core, and, once a run-flat tire has taken 6 points of damage, it gains the same damage immunities and handling penalty of a solid tire.

STEP 4: CREW (CWC2, pg. 72)

Last edited by chaoticsyst3m; 12-06-2009 at 01:53 AM.
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