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Old 06-25-2019, 02:48 PM   #1
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Default Thunderkit Fuel Cells -- A Thought

There's quite a few "official" designs with those, and I have a few more. Rather than consigning them all to the bin, I wonder what folk think of this option: Rather than bumping TS up +50 MPH, T-kits give plants 2x Power Factors [which has much the same effect].
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Old 06-26-2019, 05:33 AM   #2
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Default Re: Thunderkit Fuel Cells -- A Thought

What is the perceived problem that means designs using them need to be "binned" ?
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Old 06-26-2019, 06:05 AM   #3
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Default Re: Thunderkit Fuel Cells -- A Thought

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Originally Posted by swordtart View Post
What is the perceived problem that means designs using them need to be "binned" ?
The Thunderkit (a cycle/trike modification to an electric PP) was removed from the game.

ObTopic: I'd rather use them as-is than make Accel 30 easier to reach, honestly.
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Old 06-26-2019, 12:05 PM   #4
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Default Re: Thunderkit Fuel Cells -- A Thought

Great now I have the Thundercats theme song playing in my head.

What's wrong with the TC power plant? Greatest racing engine ever made.
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Old 06-26-2019, 01:35 PM   #5
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Default Re: Thunderkit Fuel Cells -- A Thought

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Originally Posted by Parody View Post
The Thunderkit (a cycle/trike modification to an electric PP) was removed from the game.
Go through _Uncle Al's Catalog 2036_, and note how much stuff in there was removed or re-edited -- I know motorsports thinks green is unlucky, but really.... :)

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ObTopic: I'd rather use them as-is than make Accel 30 easier to reach, honestly.
I considered that; but when Trikes were allowed chassis upgrades, it became impossible to fully use a XH-trike's XH-chassis-max-load without strapping a gasburner on it, which then puts the cost through any sort of practical ceiling.

(Acc. 30 -- I need to unearth my "drag racing" rules; it solves that problem. Hint: Burnouts. :) )
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Old 06-27-2019, 08:17 AM   #6
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Default Re: Thunderkit Fuel Cells -- A Thought

Another thought would be to simply alter the top speed formula for them.

480 * PF / (PF + Weight) seems about right.

Gives an extra 30 mph top speed to 5 acceleration, 40 mph to 10 acceleration, and 60 mph to 15 acceleration.
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Old 06-27-2019, 09:15 AM   #7
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Default Re: Thunderkit Fuel Cells -- A Thought

Or ignore the removal from UACFH and just use the original rules?

There's plenty of stuff that didn't make the cut that I couldn't see an issue with.

Sure AV ammo was overpowered, but what was wrong with the Puff-Dragon smoke rockets (and why not make every smoke using device able to use paint as well).

Some of the stuff that went in was nuts. Like extending the spalling effect from HESH from a 7d weapon to any HESH capable weapon.

Pick and choose what you want. It's your game, you paid for it.
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Old 06-27-2019, 03:30 PM   #8
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Default Re: Thunderkit Fuel Cells -- A Thought

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Originally Posted by Magesmiley View Post
Another thought would be to simply alter the top speed formula for them.

480 * PF / (PF + Weight) seems about right.

Gives an extra 30 mph top speed to 5 acceleration, 40 mph to 10 acceleration, and 60 mph to 15 acceleration.
Doesn't fix the problem of "can't use all of an XH-Trike's XH-chassis load without a gasburner", tho'. (Su. Trike plant with PC and SC is 1,380 PF, which means a max load of 4,140 lbs.; XH-Trike w/ XH chassis is 4,200 lbs -- and on a Trike, every pound counts.)

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[...]but what was wrong with the Puff-Dragon smoke rockets [...].
Technically speaking: There's no reason why the whole complement of B-E weapons couldn't use those loads (not to mention the complement of Grenade types -- it's all "stuff in a casing with some sort of detonator"); the problem would be "the agony of choice". :)
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Old 06-27-2019, 04:48 PM   #9
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Default Re: Thunderkit Fuel Cells -- A Thought

That's because originally trikes couldn't have chassis improvements (like cycles). The trike power plant was just enough to pull an X-Hvy trike with a 'standard' chassis. Of course the first generation of trikes were terrible and not worth the cost except as specialized OR vehicles. Then they added chassis mods and nobody did the math.

The easy fix - give the trike PP a slight (5-10%) power boost - its definitely within the spirit of the original rules.

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Doesn't fix the problem of "can't use all of an XH-Trike's XH-chassis load without a gasburner", tho'. (Su. Trike plant with PC and SC is 1,380 PF, which means a max load of 4,140 lbs.; XH-Trike w/ XH chassis is 4,200 lbs -- and on a Trike, every pound counts.)
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Old 06-28-2019, 03:59 PM   #10
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Default Re: Thunderkit Fuel Cells -- A Thought

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That's because originally trikes couldn't have chassis improvements (like cycles). The trike power plant was just enough to pull an X-Hvy trike with a 'standard' chassis. Of course the first generation of trikes were terrible and not worth the cost except as specialized OR vehicles. Then they added chassis mods and nobody did the math.
Most likely -- and I (among others) have been fighting that ever since.... :)

Somewhere, I have an entire page of power-plant power upgrade accessories; I just need to find it again....
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