11-30-2018, 07:04 AM | #11 | |
Join Date: Jun 2008
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Re: Midville maps
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I found regular arena duels lasted 10-15 seconds and 4-6 hours to resolve them. That was in the days of 10 phase movement though. We also used "normal" cars rather than eggshells armed with hammers so it took a good few hits to start having an effect (and often devolved into a few cars pivoting at 5 whilst other cars were bombing round at 40-60). If we had stuck at it we could have got more efficient, but we usually had a high turn over of players because it all "took too long". To be fair we probably spent an hour just correcting designs. |
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11-30-2018, 07:38 AM | #12 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Midville maps
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It was a handful of cars vs. a motorcycle gang. The cycle gang player, who had clearly miscalculated, sent the cycles into town in a close formation at high speed and started to send them in a tight turn around a corner. Then he spectacularly failed a control roll. The first cycle swerved out of control and clipped the cycle next to it. Which failed a control roll and hit another cycle. And so on. The resulting cascade took down about half the gang and pretty much ended the game.
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11-30-2018, 10:19 AM | #13 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Midville maps
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11-30-2018, 04:46 PM | #14 |
Join Date: Dec 2007
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Re: Midville maps
I have a "street" race course which uses all six Midville maps; unless one is using Real Racing Designs, it takes a while.
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
11-30-2018, 05:58 PM | #15 |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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Re: Midville maps
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11-30-2018, 06:12 PM | #16 | |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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Re: Midville maps
Quote:
Then again, I would opt for a van so that I could bring 4 recoilless rifles to bear forward. Being less experienced with probability back then, I didn't appreciate the non-linear effects of rolling low on two dice. To-hit 7 just doesn't cut it as well, especially when I couldn't afford 2 hi-res computers. The story of the 2 computers. I was more anal retentive in those days, and used to fret about whether the rules intended aimed linking to only apply to two weapons at a time. So just to be beyond reproach, I would throw in a gunner to operate the second pair of RRs. Two combatants require more computers. Now of course, give me the extra armor over that gunner any day. My nemesis approached design far differently. Fast sports cars with an autocannon. Of course, he never rolled poorly on the crash table . . . ;-) |
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12-01-2018, 02:15 PM | #17 |
Join Date: Dec 2007
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Re: Midville maps
Uh... huh. Sounds a bit like the Omnicidal Maniac in NOVA when I was there -- I have a hard time remembering him ever missing a control or To-Hit roll, even when it was "roll max, or die".
He seemed somewhat provoked when he went to the bathroom one day, and came back to find all his dice in a Dixie cup.... [Look, Innocent, 1 ea.]
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
12-10-2018, 09:27 AM | #18 |
Join Date: Aug 2006
Location: Eire and England when I can
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Re: Midville maps
City Blocks arranged in a long rectangle can be good for street racing. Inner dangerous route with sharper turns and safer clearer way for the more conservative racers.
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12-10-2018, 03:17 PM | #19 |
Join Date: Dec 2007
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Re: Midville maps
I'll be honest: I preferred Autoventures' _The Road_, which put the road in the middle of the sheet rather than the building; it made holding the track together far easier.
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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