01-15-2013, 01:55 PM | #121 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Releases seem to be slow?
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01-15-2013, 06:29 PM | #122 | |
Join Date: Aug 2004
Location: In the UFO
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Re: GURPS Releases seem to be slow?
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I agree that the Spaceships "simple modular" approach is a LOT easier to use than Vehicles. I've thought of proposing a dedicated book supporting it, but it will have to wait until after Vehicle Design is finished.
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01-15-2013, 06:39 PM | #123 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Releases seem to be slow?
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01-15-2013, 06:44 PM | #124 | |
Join Date: Aug 2004
Location: In the UFO
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Re: GURPS Releases seem to be slow?
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01-15-2013, 06:59 PM | #125 | |
Join Date: Aug 2004
Location: In the UFO
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Re: GURPS Releases seem to be slow?
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There are a few extra detail rules (things like operating at crush depth, say) plus plentiful rules for using all the built-in subsystems but in general it's the 4e revision of the design system plus the design rules from the Expansions. Detailed rules for, say, dogfights or hexgrid resolution of vehicle action, will wait for a dedicated supplement, since GURPS Basic Set already covers it to a decent degree, and that sort of expanded rules set is not necessarily just for Vehicle Design - you could be using existing vehicles from Basic, High Tech, etc. PS: Due to changed circumstances, I now plan on devoting time to Vehicle Design next month, with the aim of moving the project significantly forward.
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01-15-2013, 07:11 PM | #126 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Releases seem to be slow?
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Edit: And thank you for responding! I highly appreciate it. :-)
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01-15-2013, 07:12 PM | #127 | |
Join Date: Aug 2004
Location: In the UFO
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Re: GURPS Releases seem to be slow?
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"Spaceship Design" books are simpler as the physics of spaceships are fairly simple (at least in vacuum), and being future tech, they can be tailored to a specific setting and there is less in the way of realism to worry about. Lots of SF games have pretty detailed spaceship books, even including oldies like FASA's Star Trek and GDW's 2300. As far as I know, the only complete systems besides GURPS Vehicles are: 1) the various Traveller systems, all of which have included vehicle design systems; the most detailed was probably the TNE iteration in the form of Frank Chadwick's Fire Fusion and Steel. 2) Greg Porter's detailed VDS (for CORPS) which also had a weapon design system book, and more recently its simpler cousin Stuff. In a related stream Car Wars (as a hybrid board game and RPG) had a pretty full system for anything smaller than a ship. Battletech was more limited, but did cover a fair number of vehicle types besides mechs in various supplements, such as fighters and tanks. Both focused on one specific "tech level" and milieu however. There are several broad effects-based vehicle design books or rules: Hero has one, I did d20 Mecha as well as Big Robots, Cool Starships; the Silhouette system (Heavy Gear / Jovian Chronicles etc.) is another very detailed and well-worked-out version of this, and certainly the most successful. There are also -modular fill-in-the-slots design systems, of which the most comprehensive is, I think, Mekton Zeta, but there are lots of others for different d20 games, some versions of Shadowrun, etc.
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 01-15-2013 at 07:21 PM. |
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01-15-2013, 07:26 PM | #128 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Releases seem to be slow?
The T4 iteration of FF&S was more detailed, if almost totally unusable due to the incompetence of IG at editing, layout, and typesetting.
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01-15-2013, 08:44 PM | #129 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: GURPS Releases seem to be slow?
I hope things are alright. This is good news for us.
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01-15-2013, 10:44 PM | #130 |
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: GURPS Releases seem to be slow?
Woot! Woot, I say!
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