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#1 |
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Join Date: Aug 2005
Location: Cowtown, Canada
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Unconventional aircraft: Blimps and balloons from different eras (civil war to modern day to near future), ornithopters, fixed-wing aircraft with unusual propulsion systems (like rockets! or human pedal powered), maybe some ultralights or hang-gliders, both modern and old designs.
Covert vehicles: Disguised armored cars (one company can armor up a Toyota Camry with no visible outward changes), light assault aircraft like the Piranha or the Super Tweet, mini-submarines, insertion gliders/stealth glider pods, small helicopters like the AH-6, etc. Maybe include some rules for no-landing extraction and the like.
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FYI: Laser burns HURT! |
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#2 | |
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Banned
Join Date: Dec 2007
Location: Portland, Oregon
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#3 |
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Join Date: Oct 2007
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Autoduelling vehicles. In every other GURPS game I have ever run, vehicles are of secondary or tertiary importance. In an Autoduel game,they are front and centre.
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#4 |
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Join Date: May 2009
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How about starting with a book with rules for stating out real world or even fictional vehicles to 4E. After all, you guys must have your own rules for doing this that will give consistent results.
How about putting those rules in book form similar to GURPS Spaceships. Then you can come out with different books of vehicle designs based on whatever theme works best for you. Doing it by TL ranges (say pre-industrial, then industrial to modern, then futuristic/scifi) might be the most logical. Although doing it by vehicle types might work as well. Or, even do both, start with the former to cover the basic and most common designs. Then do the latter to go into less common, more unusual designs. |
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#5 |
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Join Date: Oct 2004
Location: Washington
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Seconded. In fact, I'm surprised that SJG hasn't issued at least an official PDF conversion guide to tide us over until Vehicles comes out.
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"I am so old now. I used to have so much mercy." --The Doctor |
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#6 | |||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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EDIT: And Kromm has said that they don't want authors of the Vehicles series slavishly following an "official" VDS anyway. |
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#7 | |
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Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Motorcycles first appeared (in very late TL5/early TL6) as safety bicycles (i.e. modern-form bicycles) with attached steam engines to boost speed. By mid TL6 (in 1920s) motorcycles could already go faster than 100 mph. Nowadays, sports bikes can easily go faster than 200 mph, although a gentleman's agreement between the manufacturers limits speeds to 200 mph for non-racers. Once you give brief history and examples of the major types of motos in each TL bracket, you're done with stats - the entries of each of the major categories are all pretty similar from a game mechanics perspective, despite the heated discussions amongst moto riders. To add variety (by which I mean page count), you could do what High-Tech does with modern firearms: history and example of an exemplar, and list abbreviated stats (just some variances) for similar ones. Now, the adventuring section is where you could pad out to whatever degree you need: the simple form would discuss some ways that PCs could use motos to emulate action in movies/TV/books, with a list of penalties for typical stunts. The long form would go into more detail on stunts and penalties, perhaps some special rules for moto races and rules for crashing (PC damage, how recoverable the moto is, etc), cultural attitudes towards motos and riders and how that affects PCs through the ages, moto gear, and templates for the myriad kinds of riders (e.g. bikers, one-percenters, scooter-riding mods, cafe racers, retired Goldwing tourers, urban riders, stunters, racers, etc). Now, that I'd buy. Or write. But the one on the wishlist is Modern Motorbikes, which sounds incredibly boring - as I mentioned above, once you cover one example of each category of moto, you've pretty much got them all covered because they're just not that different. The e23 wishlist format asks for Each supplement will describe 7-15 closely related vehicles of a particular era, nation, and/or class (preferably all three).with One- to two-page description of each vehicle, including crew, crew skills, and components.In order to make the required 16-32 pages, it would have to be overly detailed - most GMs won't be interested in the minutiae, and are more likely looking for broader details like "The heros are in a car chasing a motorcycle-riding villain. Can they catch him?" or "How hard is it to maneuver a police motorcycle up a building's internal emergency stairs?" Mind you, I think most of the rest of the example titles would be equally hyper-detailed.
Ultimately, is the game about the toys, or the people? The Spaceships line is a pretty good balance: Spaceships 5 has 30+ ships in 23 pages, which takes up slightly more than half the book with the rest being game-related (adventure seeds, special skill rolls, etc). Demi |
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#8 | |
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Join Date: May 2008
Location: CA
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Armor, handling, stability rating, and health are all statistics that aren't obvious even for people who know the real-world vehicle very well. Load, occupancy, and speed/acceleration are all things that are easy to figure out if you have the real-world stats - it's those other ones that are difficult. |
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#9 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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A book on modern cars and motorcycles.
A book on designing my own guns (not strictly a vehicles book, but hey) A book for designing my own ultra-tech vehicles, particularly military vehicles
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#10 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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M1A2 SEP (2) Against KE (ball, APFSDSDU, any solid impactor) Turret: 940-960 Glacis:560-590 Lower front hull:580-650 Against CE (Chemical Energy; basically HEAT and explosive jets) Turret: 1320-1620 Glacis:510-1050 Lower front hull:800-970 the values are in mm of RHA equivalent. And 1mm of RHA equivalent is about DR2.75 (at DR70 to the inch). You'll have to play with the armor divisors, levels of hardened, etc, if you want that level of detail. So for KE impacts, the M1 on the turret is about 950mm RHA equivalent, or DR2612 (!). I'm sure you can do the rest of the math. :-) Harder to find are the "non-critical" angles, like turret sides, but they're usually pretty thin, relatively speaking.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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