09-19-2012, 01:24 PM | #631 |
Join Date: Sep 2004
Location: The North American Combine
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Re: 6e Car Wars, what do you want to see
I agree that no one is going to be 100% happy, that's not a realistic goal. I just want a solid game, that cleans up some material from past editions, plays well, and gives me some options for my vehicles. If that can be achieved, we can argue about the rest later.
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"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
09-24-2012, 07:39 AM | #632 |
Join Date: Mar 2005
Location: Republic of Texas; FOS
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Re: 6e Car Wars, what do you want to see
I see myself as being 100% happy with whatever happens...
"You've gotta make your own fun, Space Ghost!" -Bobcat Goldthwait, August 8, 1997
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Our decades-old & rarely updated CarWars blog & Hotwheel conversion tutorial: North Texas Autoduel Association |
11-24-2012, 04:53 PM | #633 | |
Join Date: Aug 2012
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Re: 6e Car Wars, what do you want to see
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I don't get how 10 phases is slow either? What I proposed was having 10 phases as optional. Again that is so people can get what they want from the game. I've played 5 and 10 phase and personaly i don't like the way the abstraction of 5 phases works. If you ditch phases, the game is no longer Car Wars and blends in with a multitude of other vehicle combat games. There is no forcing of gurps either, I was just pointing out that for much more than dueling type rpg play people don't role play the Car Wars system much so why put much emphasis on it in a renewed Car Wars when SJG's have the ability to do a rpg version if enough want that. |
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11-24-2012, 05:01 PM | #634 | |
Join Date: Aug 2012
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Re: 6e Car Wars, what do you want to see
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11-25-2012, 05:15 PM | #635 |
Join Date: Aug 2004
Location: Near Detroit, MI
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Re: 6e Car Wars, what do you want to see
Having just glanced through the Math in CW thread where the author is talking about where the various spaces for turreted weapons and devices go, I had a thought on turrets.
Rather than having the turret protected by the top armor, the turret is an individually armored component. So if you want a Turreted MG on your vehicle, you armor the turret (and it can now be targeted by other vehicles) If you want to CA that MG, you need a larger turret. Extra mags can still be mounted in the body of the vehicle, though (although a feed mechanism that will allow 360deg rotation would be rather complex, I would think...) Alternatively, if the idea of having differing rules "levels" sticks around, this could be an "advanced" rule... |
11-26-2012, 10:34 AM | #636 | |
Join Date: Jun 2012
Location: CA
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Re: 6e Car Wars, what do you want to see
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I did have a thought about turrets. Remember in Truck Stop where a turret on a big rig could fire down into the roof of a smaller vehicle within 6'' (but had a blind spot at about 1.5" I believe?). Anyway, there was nothing about this in the 2.5e so was this rule discarded? I know that vehicle heights are on p. 37 of the Compendium. Does this mean that a turret on a lux could fire down into the roof of a subcompact, etc (probably for a -2 for attacker not in arc of fire of target side). That would actually make turrets pretty lethal ;) |
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11-26-2012, 11:25 AM | #637 | ||
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
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Re: 6e Car Wars, what do you want to see
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