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Old 11-10-2021, 04:18 PM   #33
GURPS Fox
 
Join Date: Jun 2020
Default Re: Hydrocarbon Fuel Cells for 3e

Quote:
Originally Posted by Fred Brackin View Post
There's a 3e sourcebook (2003) converting the setting of the original Blue Planet game from Biohazard. As a licensed product it does not appear to be available in pdf. Finding a used copy is not out of the question though.

Converting settings from other game companies to gurps was fairly common in 3e. Gurps Traveller would be the most famous (and numerous) but there were 3 volumes from White Wolf's World of Darkness, a Gurps Deadlands, Gurps Castle Falkenstein and no doubt some thing or things I'm forgetting.

Also,besides the many adaptations from fiction there were a couple books adapted from videogames. See Gurps Myth and Gurps Alpha Centauri. Not adapted from other companies were Gurps Autoduel and Gurps Ogre.
Good to know.
Quote:
Originally Posted by Varyon View Post
I'm not familiar with the source, but I assumed if a recon vehicle (which needs to avoid detection) needs to run active sensors at all times (as indicated by OP), pretty much everyone needs to - or, at least, you need at least one vehicle doing so in any given group.
Something that is implied in canon CnC. Especially in TibWars when units with the detector tag have what looks like an active LIDAR scan showing up every so often, especially when it detects a stealth unit.
Quote:
Originally Posted by Anthony View Post
The source appears to be some one of the Command and Conquer (Tiberium Universe) games, unclear which, which is an RTS that includes stealth units that, depending on the game, can be detected by moving your own units close enough, or at longer distances by units with the detector trait, or by using a couple specialized abilities. It looks to be a fairly typical RTS stealth mechanic, where if one side does a rush to research and build the stealth units they can do a lot of damage before the other side manages to set up their detection.
Actually, 1-3 has the stealth field of mobile units broken by the very act of firing. Even the first base-spannig stealth field (available in TibSun for Nod) had units that fired breaking the stealth field. Later on, they fixed this problem but -from my recollection- the act of firing decreases the capability of the field to negate sensors...
Quote:
Originally Posted by Ulzgoroth View Post
In the first and I think also second game, cloaking units decloaked to attack, so it wasn't a combat defense so much. Successfully taking advantage of an expensive and weak unit that the enemy couldn't see if it wasn't fighting them was tricky.
This and it was an ambusher, not for line combat.
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assistance needed, fuel cells, gurps 3e, hydrocarbons


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