11-08-2018, 08:17 PM | #61 |
Join Date: Mar 2011
Location: Spinward Marches
|
Re: Stagnation in Road Combat Designs .
I think I'm thinking of VFRPs. Though I did see a design with laws mounted up front … I'm probably confusing the two.
|
11-09-2018, 01:55 AM | #62 |
Join Date: Jan 2006
Location: London, UK
|
Re: Stagnation in Road Combat Designs .
In Crossbows and Chassis you could mount hand weapons in articulated mounts . It was mainly SMGs , as items like LAWs were considered Very Rare etc .
__________________
Five Gauss Guns on a Camper !!! The Resident Brit . |
11-09-2018, 04:07 AM | #63 |
Join Date: Jun 2008
|
Re: Stagnation in Road Combat Designs .
Nothing to stop you fitting articulated mounts in more modern vehicles and use the full range of weapons.
|
11-09-2018, 01:25 PM | #64 |
Join Date: Mar 2011
Location: Spinward Marches
|
Re: Stagnation in Road Combat Designs .
|
11-09-2018, 02:35 PM | #65 | |
Join Date: Dec 2007
|
Re: Stagnation in Road Combat Designs .
Quote:
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
|
11-11-2018, 09:25 PM | #66 |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: Stagnation in Road Combat Designs .
I'm curious. Has anyone ever developed rules for change in road elevation along with rules for obscuring line of sight for roads?
For instance, how many people who have driven, have ever climbed up a hill with their car while at posted speed limit, and seen at the crest of the hill what amounts to a Y intersection a VERY short distance from the crest? Ever drive through the Pittsburg region of PA to find yourself driving with a lot of hairpin turns dips and rises in the road where the constant up and down sensation can lull you into a form of hypnosis into thinking that the road isn't really visible to the eye more than 100 feet ahead? Then there are fogs to consider, lush greenery that has been wild with no one to tend to them, or even my favorite: Roads that suddenly rise over a crest, drop a STEEP incline down - at the bottom of which is a creek that the road sharply turns away from to run parallel with. None of these terrains seem to be simulated on any car wars roads. Having the road rise and dip unpredictably would also result in hazards when travelled over at high speeds (which is why a lot of highways have posted speed limits for the safety of the driver). Yes, you need a flat table top to have your car wars game on - but rises, dips, and even (one of my favorite ohmygod!!!! moments was driving over pavement that the creek near by had undermined...) So, you want your cars to be different? Then put them in terrain that is more "real" than what your car wards universe tends to be set in. Then go one step further. Unless people in the Car Wars have bumper stickers on their fighting cars that read "My other car is a family sedan" - many of these optimized vehicles tend to NOT be useful for day to day driving needs. Why not include specifications along the lines of "Must have room enough to handle domestic driving needs" and then specify how much trun space these vehicles need, or how much cargo space they require to be useful for a family. ;) |
11-12-2018, 03:06 AM | #67 |
Join Date: Jun 2008
|
Re: Stagnation in Road Combat Designs .
We discussed utility vehicles in this thread.
http://forums.sjgames.com/showthread...=family&page=4 We specifically discussed family cars in this one. http://forums.sjgames.com/showthread...ghlight=family And to be honest we probably already covered the OP in this one. http://forums.sjgames.com/showthread...ghlight=family Nothin' to see here folks... move along ;) |
11-12-2018, 04:17 PM | #68 | ||
Join Date: Dec 2007
|
Re: Stagnation in Road Combat Designs .
Quote:
Back in the '90s, NOVA had a series of scenarios set in various weather and environmental conditions (everything from snow to earthquakes); it didn't go anywhere, for multiple reasons -- one of which was: It added complication without adding to enjoyment. IMSMC: Fog is -3 TH. None of these terrains seem to be simulated on any car wars roads. Having the road rise and dip unpredictably would also result in hazards when travelled over at high speeds (which is why a lot of highways have posted speed limits for the safety of the driver). Quote:
Sadly: No one much wanted to be in such events, as cargo capacity subtracted from valuable "stuff which goes BOOM" space and weight. :P
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
||
11-12-2018, 05:14 PM | #69 |
Join Date: Mar 2011
Location: Spinward Marches
|
Re: Stagnation in Road Combat Designs .
We used modifiers in my old group way back in high school. Living in the San Francisco Bay Area and emulating various locations around the bay, you had to. I won't go into specifics, but we fought nearly everywhere from Marin down to San Jose, and in San Francisco where hills are pretty steep.
I can't say it effected our designs too much, which is what this thread is for. And the modifiers weren't that extreme or excessive, and fighting in remote forest roads up in the Santa Cruz mountains, I can't recall anything that was … I don't know … I can't recall modifiers that effected the game too much, for what it's worth. Eh, funny anecdote, we were playing a scenario out of an ADQ, and some guy forgot he was on an incomplete overpass that was something like five stories high. So, when he drover over and asked what that dotted line was for … oops. He and his vehicle plummeted to the pavement below. No modifiers :) |
11-13-2018, 09:04 AM | #70 |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
|
Re: Stagnation in Road Combat Designs .
|
Tags |
road combat designs |
|
|