04-27-2012, 07:08 PM | #11 | |
Join Date: Sep 2004
Location: The North American Combine
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Re: 6e Car Wars, what do you want to see
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Yeah, I miss the roll high myself, as well as the 5 phase movement. :( Oh and one thing I forgot to add. A kickstarter page so they have some money to work with.
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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" |
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04-27-2012, 07:29 PM | #12 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: 6e Car Wars, what do you want to see
In my opinion, boats and hovercraft are fine. While interesting for a background, Military grade units, tanks, APCs, jets etc. aren't really needed.
I would like to add microplanes however, ultralights can be fun.
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Xenophilia is Dr. Who. Plus Lecherous is Jack Harkness.- Anaraxes |
04-27-2012, 08:09 PM | #13 |
Join Date: Mar 2008
Location: Austin, TX
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Re: 6e Car Wars, what do you want to see
I want only two things:
Other than that, I always liked Truck Stop, so I'd like to see the big rigs. I could live with just cars, though. I'll trust Steve and Phil to come up with rules and game mechanics that make for a fun game. Long live Joe Harshman! Last edited by Buzzardo; 04-27-2012 at 10:51 PM. Reason: Corrected a double double word word |
04-27-2012, 09:23 PM | #14 |
Join Date: Jun 2010
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Re: 6e Car Wars, what do you want to see
We're counting on you, Phil!
Having said that, you can count on us too. We'll obviously support it financially, but many of us will contribute with material for the game. I have a couple of stories I've been sitting on for the right time to publish from my "Meeting the Inlaws" characters published in the old ADQ that are bubbling away...! Nevermind the AMAZING amount of weapon and accessory add-ons published by the fine fans of this forum... Drew |
04-28-2012, 06:34 AM | #15 |
Join Date: Nov 2007
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Re: 6e Car Wars, what do you want to see
6. Correct the Over-sized vehicle costs/weights so that they are not over-costed targets. They were specifically under-powered in previous editions to allow for car/ biker gangs to have a chance to take them down. Fix that. A properly built rig is awesome and should not be easily taken down.
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04-28-2012, 07:32 PM | #16 |
Join Date: Sep 2004
Location: The North American Combine
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Re: 6e Car Wars, what do you want to see
I used to think that until my first deployment to Iraq. Many an armored behemoth got shot up, or blown up by good ambushes.
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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" |
04-28-2012, 08:37 PM | #17 | ||
Join Date: May 2010
Location: Alsea, OR
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Re: 6e Car Wars, what do you want to see
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Keeping in mind, tho', trailers can be rather heavy, and really, should have max loads and suspensions. For an extreme example... TrailMax FWTRD-100-HT specs notes this as a 53' overall, and massing some 21960 pounds, with a load limit of 100,000 pounds of cargo... So it has a CW max load about 122000 pounds, . And probably 1 point of armor... and 3 axles. For slightly over 40,600 pounds per axel... A more reasonable 48' trailer (spec sheet) is 12,800lbs, and probably has a load limit of around 40,000-48,000# capacity (not specified in the sheet). A standard 40' 2TEU container is about 8,800#, and has a limit of roughly 58,400# of contents, and is probably 1 point metal equivalent... A random 2-axel chinese made 13m van semi trailer masses some 11000#, with a capacity of 44,000 pounds. Again, probably 1 point metal equivalent. Just enough to stop a handgun. As for spaces... it was specified that a space was 5 cu feet... but a 40' van is 40' x 9' x 8', losing 3" off each side... roughly 2518 cu feet... or 500 spaces. I can see limiting the spaces for weapons severely... but... |
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04-28-2012, 10:33 PM | #18 |
Join Date: Sep 2004
Location: Oakland, CA, USA
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Re: 6e Car Wars, what do you want to see
What do I really want? Well...
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04-29-2012, 09:11 AM | #19 | |
Join Date: Nov 2007
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Re: 6e Car Wars, what do you want to see
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If CW attempted to replicate RW physics, a RW .50 caliber machine gun would decimate almost any of the game vehicles. |
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04-29-2012, 11:38 AM | #20 |
Join Date: Apr 2012
Location: Durham, NC
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Re: 6e Car Wars, what do you want to see
Vehicle construction
3D car counters! 3D arena bits! 3 or 5 phase turn - I like the 1/5 second turn idea too.. Scale independent rules - I agree that the game should come with and use counters for some scale, but the rules should be written to allow printing off a turn key for any scale. Roll high! - Only add, don't subtract! - target: base + modifiers - roll: dice + skill Rules depth: from "board game" to "war-game" to "role playing" - Make a very simple rule set for quick (30-45 min) duels to get people playing. - Let them fill out record sheets and salvage their kills between duels, adjust/outfit their vehicle for the next round. - Want more? Let them add in advanced rules.. (clearly marked as optional) - Still playing after 5 games, and now invested in the character? Let's add scenarios, storyline, currier missions, etc.. Negative modifiers are fine if they don't happen too often, but try to stick to the add-only system. Also, since negative modifiers are really just addition to the other side, you can often re-write the wording to cover this: smoke screen isn't a -2 on your roll, it's a +2 to the defense modifier of the target, etc. --Bryan |
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