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Old 04-26-2012, 10:13 PM   #1
Join Date: Sep 2004
Location: The North American Combine
Default 6e Car Wars, what do you want to see

If, and say again, IF, SJG does get a chance to release a 6e version of Car Wars, what do you guys want to see in it. For me, I'd like to see a streamlined set of movement rules (personally I prefer a 5 phase combat turn), as well as rules for fires (5e is a good place to start), as well as a set of rules for vehicle construction (keep it simple folks, no hovercraft, boats, aircraft, etc.), and a decent selection of weapons and gear, and some upgraded components.
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Old 04-27-2012, 02:02 AM   #2
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Default Re: 6e Car Wars, what do you want to see

While I agree with the Core being just cars and cycles, I DO want big rigs, helos, and small aircraft eventually. I wouldn't mind boats and hovercraft, either.

I want roll-high, 2d6+skill.
I want a 5-phase movement chart.

I want also a scale smaller than CW5's. Perhaps 1"=10' (1/120, 1.5x original) or 2"= 15' (2x original, or 1/90 scale), or maybe even original's 1"=15' (1/180)... Noting that N Scale is 1/160 scale, and TT is 1/120... and TT is used by Architects quite often.)

And I want it to support both board game and roleplaying mode play in the core. Or, at least with a supplement available at the same time as the core. (And no saying "If you want to RP, use GAD instead"... that was a cop-out back then.) If it doesn't, I probably won't buy. Because, to be blunt, I don't like playing duels without the RP context. I've played Convoy as a GM adventure, and as a solo adventure, several times. And Hell On Wheels.

Things that would be good for RP-mode play support:
• tire wear rules that don't require monthly replacement tires.
• Mechanic rules
• Radio rules
• Personal weapons rules that don't result in needing a buddy to commit suicide.

Last edited by ak_aramis; 04-27-2012 at 02:14 AM.
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Old 04-27-2012, 04:21 AM   #3
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Join Date: Jun 2005
Location: Bristol
Default Re: 6e Car Wars, what do you want to see

Suppose the simple answer is the scale for toy cars. We can convert tons of stuff and play them.

So we need a nice build system too.

I like the 5 phase turn too. Not sure if Deluxe was 3rd Ed but that's what I have.

My idea was a super fast spike dropper or the rocket boosted rammer, it was fun.
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Old 04-27-2012, 05:23 AM   #4
Join Date: Nov 2007
Default Re: 6e Car Wars, what do you want to see

1.) Vehicle Construction Rules ... which were left out of 5th Edition.

2.) Clean up the rules for accessories.

3.) Some of the weapons in 2nd and 2.5 were the result of 'power creep' ... fix this. Either nerf the weapon or increase the cost.

4.) Originally, stick to motorcycles, sidecars, cars, pick-ups, vans, and maybe trikes. Expansion rules to include Over-sized vehicles and helicopters. But that's about it. No more 'Every vehicle you can think of with a gun on it Wars'.

5.) Better Role-playing support. Peds died too easy in the original; and the skills were pretty basic. Often 'characters' were a single skill and were replaced when they died.

More later, if I think of it.
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Old 04-27-2012, 09:17 AM   #5
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Join Date: Mar 2012
Location: Colorado
Default Re: 6e Car Wars, what do you want to see

Not having even looked at 5e, I'm woefully under qualified to comment, but working from the Compendium:

1) fix the power creep issues. Keep the weapons simple, and lose the must-have options. Scale back the utility of computers for targeting.

2) update the design rules. Look for the obvious issues, like the nearly pointless suspension options - the only reason not to go Heavy is if you're trying to make it under a really low $$ threshold, or you're going with Off-road.

3) Yes to the increased roleplay opportunities.

4) maintain the multi-phased turn, and hopefully the small scale. I have no desire to play a game at such a scale as to need to use my whole house. the Arena map that came with the Deluxe boxed set was already enormous enough.
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Old 04-27-2012, 09:54 AM   #6
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Join Date: Aug 2004
Default Re: 6e Car Wars, what do you want to see

Time to work on the game and a million dollar budget.
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Old 04-27-2012, 10:20 AM   #7
Join Date: Aug 2004
Default Re: 6e Car Wars, what do you want to see

Well, I don’t have a million dollars but I would gladly volunteer my time to help in any way that I can.
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Old 04-27-2012, 11:25 AM   #8
Join Date: Jun 2008
Default Re: 6e Car Wars, what do you want to see

I'd like to see it as a top down, turn based computer game. Then the computer can do all the book keeping that was 95% of playing the game and 1% of the fun (no sneeze of doom either)

Add in a world map of the N.American continent (i.e. USA, canada and mexico) with missions run between the towns (the travel can be abstracted and only encounters need be played out). Missions would be courier/cargo carrying missions or escorts for those. In town there would the possibility of arena battles. In the ruins and badlands encounters with bandits are possible.

You could ditch boats, hovercraft and aircraft and have Helos as NPC vehicles only. Keep oversize vehicles, rigs, cars, bikes, trailers and trikes.

User community moddable campaign engine with mission and map editor.

As you progress you get cash and can upgrade your vehicle with the standard items. You may have to go to specific locations for exotic equipment.

The game ends when you complete a campaign, or in open-ended campaigns when you meet 43 Supporter and are clearly outclassed (joke).
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Old 04-27-2012, 12:37 PM   #9
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Join Date: Mar 2005
Location: Republic of Texas; FOS
Default Re: 6e Car Wars, what do you want to see

I'm the guy that missed 5e completely, then bought the sets in 2010. Never noticed the lack of RP elements because I used my old 2e blue cover Compendium for that and things like jumping rules.

I like the idea of the 5 phase turn, but the 3 phase is so much quicker. The main disadvantage that i see is the magnified effectiveness of the Ram Car designs. The HotWheels scale facilitates the funnest part, for me, building and modding the miniatures.

I just use the reverse-engineered design rules from here on the forums. I find that me and the guys I duel with are way less concerned with exact lbs and space details than we were in 1989...

I suppose the bottom line is that I'll buy whatever SJGames puts out and calls 6e Car Wars, and modify it as needed. I like the ideas that everyone else has pointed out and what Phil said he wanted in the BGG posts :)

Is the scale and the 3 vs 5 phase debate the main differences of opinion there?
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Old 04-27-2012, 04:39 PM   #10
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
Default Re: 6e Car Wars, what do you want to see

Eliminate phases altogether and have 1/5 second turns. You can only use a firing action once every five turns (yes, a tiny bit more record keeping but it eliminates the artificiality of the end-of-turn reset).

You'd have to recover a bit of your handling class every turn though which would be a big change.

A smallish fix would be to adjust the numbers on the Crash Table so that "Take the modified Difficulty rating of the hazard or maneuver, subtract 3 and add the result (negative or positive) to the Crash Table roll" is eliminated - all you have to do is modify your roll by the D of the hazard/maneuver.

Scale independent. Map independent (turning key).

Definitely role playing elements (which I NEVER have/will use). I want it in there because so many others want it and I want their money in the pot for some cool stretch goals !!!!!!!
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