12-29-2010, 12:23 AM | #21 |
Join Date: Aug 2004
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Re: Gurps Vehicles
I'm hoping that when and if they finally get around to 4e's VDS, the one-line vehicle "stat block" will be front and center in it, not sitting on the sidelines or tacked on as an afterthought. That is, I want everything in the system to be geared toward filling in one or more of those numbers; anything that fails to do so should be stripped out of the design system if at all possible.
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12-29-2010, 02:15 AM | #22 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps Vehicles
Completely aside this vehicles debate: The OP asked for vehicle rules, without noting whether or not he's aware of the current, existing rules in the Basic Set.
I feel it's a disservice to the Basic Set to act as if vehicle action was completely unsupported in 4E. It isn't. The wish for a detailed vehicle design system is another matter entirely.
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12-29-2010, 02:33 AM | #23 | |
Join Date: Dec 2009
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Re: Gurps Vehicles
Something that just occurred to me: Release a vehicle design system only as software, leaving the monkey work to a computer. Have the compatibility and such problems been worked out of the software?
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Note that I do stat rather than build superscience robots. An almost-random cost and weight are fine for handwavium that isn't well-bound to TL. If I want realistic cost, weight, and advancement, though, that doesn't cut it.
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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12-29-2010, 03:16 AM | #24 |
Join Date: May 2008
Location: CA
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Re: Gurps Vehicles
Yes, when you want to make a robot PC you use the character design system - but when designing a robot NPC/piece of technology that makes sense with regards to all the other technological assumptions of the setting, the character design system is really lacking.
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12-29-2010, 04:58 AM | #25 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: Gurps Vehicles
In that case, certainly, it makes a lot of sense. I didn't really consider robots as gear in my previous statements. Though when making the leap from "gear" to "(N)PC" that randomness still crops up.
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12-29-2010, 07:36 AM | #26 |
Join Date: Dec 2009
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Re: Gurps Vehicles
It's still possible to use VE to build it, then assign it a point cost using 4ed Basic. That is the maximum effort for the maximum payoff :J
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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12-29-2010, 09:55 AM | #27 |
Join Date: Aug 2004
Location: Kilmarnock, Scotland
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Re: Gurps Vehicles
I love GURPS Vehicles - the crunch was what did it for me. I went through four or five copies - 1st one, 2nd One, Revised, whatever. I bought them all. I bought all the supplements and the software as well. Did I use the mind boggling level of detail in the game? Hell n... well, sometimes actually, like, "How long does it take to stop this bucket of bolts from Mach 10?" But,to be fair, not very often. I tended to treat GURPS Vehicles more as a solitaire game in itself.
Which brings me to the next point. Where is 4th Edition Vehicles?
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12-29-2010, 09:58 AM | #28 | |
Join Date: Aug 2004
Location: Kilmarnock, Scotland
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Re: Gurps Vehicles
Quote:
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John Robertson - Some days you are the truck, others the hedgehog - |
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12-29-2010, 10:00 AM | #29 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: Gurps Vehicles
Quote:
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12-29-2010, 10:19 AM | #30 |
Join Date: Mar 2006
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Re: Gurps Vehicles
This would utterly turn me off from buying it, as much as I'd like such a system. At least give me the choice of using a program to do the grunt work or doing it by hand, since my experience with the former using GVB has been..disappointing given its bugs. So far it along with GCB 3ed are the only two Gurps purchases I've ever felt ripped off on.
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