Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Board and Card Games > Car Wars > Car Wars Old Editions

Reply
 
Thread Tools Display Modes
Old 09-24-2004, 04:45 PM   #1
schoon
 
schoon's Avatar
 
Join Date: Sep 2004
Location: Oakland, CA, USA
Default A Better Vehicle Design System

Since I believe that someday we'll be seeing Car Wars back in a meaningful way, I thought I'd brandy about a few ideas I had concerning the VDS, which should really be the first order of business, rather than trying to "retro-fit" it to existing designs.

So, a few notions in no particular order:
  • I think body styles are unnecesary beyond cycle, car, or truck, meaning that if you want a car body with X spaces, the rules should be able to provide it for you. This is fairly easy to implement by using a wt/$$ per space formula for each type, and eliminates many of the artificialities of the old body types.
  • Counter size can then be based on total spaces for the vehicle.
  • Likewise, Power Plants can use the same concept using a wt/$$ per power point formula. This formula need not be linear if one wishes to reflect diminishing returns.
That ought to be enough to generate a little discussion...

Thoughts?
schoon is offline   Reply With Quote
Old 09-25-2004, 07:20 AM   #2
Piecemaker
 
Piecemaker's Avatar
 
Join Date: Aug 2004
Location: In my house.
Default Re: A Better Vehicle Design System

Makes sense to me. SOunds more like Battletech's design system, where you allot slots and tonnage.

Armor placement and weapon allocation could remain fundamentally the same.
Piecemaker is offline   Reply With Quote
Old 09-25-2004, 11:02 AM   #3
schoon
 
schoon's Avatar
 
Join Date: Sep 2004
Location: Oakland, CA, USA
Default Re: A Better Vehicle Design System

Quote:
Originally Posted by Piecemaker
Armor placement and weapon allocation could remain fundamentally the same.
Exactly. No need to "fix" the elements that aren't broken, nor turn it into anything that isn't recognisable as Car Wars.
schoon is offline   Reply With Quote
Old 09-27-2004, 01:11 PM   #4
schoon
 
schoon's Avatar
 
Join Date: Sep 2004
Location: Oakland, CA, USA
Default Re: A Better Vehicle Design System

OK, I've done a little number crunching on a few vehicle types, and have found some interestng results.

Let's start with the Body, looking at cost per space (green for cars, blue, for cycles, and red for trikes)

http://www.geocities.com/schoon8654/.../VDSGraph1.jpg

Best fit appears to be a constant cost per space, $45 for cars, $55 for trikes, and $60 for cycles. I fudged up for round numbers on these.
schoon is offline   Reply With Quote
Old 09-27-2004, 01:20 PM   #5
schoon
 
schoon's Avatar
 
Join Date: Sep 2004
Location: Oakland, CA, USA
Default Re: A Better Vehicle Design System

Still working on the Body, looking at weight (of the Body itself) per space (green for cars, blue, for cycles, and red for trikes)

http://www.geocities.com/schoon8654/.../VDSGraph2.jpg

Best fit appears to be a decreasing weight per space as spaces increase (which makes sense intuitively as well), with "slopes" of -3 for cars and -5 for cycles. Trikes make no sense at all to me as they exist now, so I "supposed" what might be a good fit between the other two.
schoon is offline   Reply With Quote
Old 09-27-2004, 01:23 PM   #6
schoon
 
schoon's Avatar
 
Join Date: Sep 2004
Location: Oakland, CA, USA
Default Re: A Better Vehicle Design System

Still working on the Body, lastly looking at maximum weight per space (green for cars, blue, for cycles, and red for trikes)

http://www.geocities.com/schoon8654/.../VDSGraph3.jpg

Best fit appears to be a decreasing maximum per space as spaces increase (which also makes sense intuitively), with "slopes" of -10 for cars and -5 for cycles. Trikes once again seemed counter-intuitive, so I "supposed" another fit between the others.
schoon is offline   Reply With Quote
Old 10-02-2004, 02:33 PM   #7
Piecemaker
 
Piecemaker's Avatar
 
Join Date: Aug 2004
Location: In my house.
Default Re: A Better Vehicle Design System

Interesting. Keep it up!
Piecemaker is offline   Reply With Quote
Old 10-02-2004, 08:46 PM   #8
KDLadage
 
KDLadage's Avatar
 
Join Date: Aug 2004
Location: Cedar Rapids, IA
Default Re: A Better Vehicle Design System

Very nice work...


...and illustrates that making vehicles for that game without having a VDS can result in some really broken things -- a'la trikes.
__________________
K. David Ladage
Family Man, Writer
The Arcanum -- 30th Anniversary Edition
KDLadage is offline   Reply With Quote
Old 10-03-2004, 12:24 AM   #9
Parody
 
Parody's Avatar
 
Join Date: Aug 2004
Location: Twin Cities, MN
Default Re: A Better Vehicle Design System

Quote:
Originally Posted by KDLadage
...and illustrates that making vehicles for that game without having a VDS can result in some really broken things -- a'la trikes.
Actually, these are CWC trikes. They had a design system when those were added. (CW5 never had trikes.)

BTW, the trikes in the graphs are either reversed or short a space. Not that it'll change the up-instead-of-down slopes. :)
__________________
Parody is online now   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:36 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.