Post by Gravedust on Dec 8, 2010 10:51:44 GMT -8
For fun, watch my progress with vehicle rules, which will also incorporate bits of the updated SP combat system.. I started in earnest yesterday, and what I have right now is mostly a brief outline that sort of encompasses the features/mechanics I want to see or plan to use. As I go along I efine things down to a final draft. Basically when there are no more ((UGLY ALLCAPS NOTES TO MYSELF IN PARENTHESIS REMINDING ME TO WORK OUT SOMETHING)) the doc will be close to done. At the end of each day's work I'll post what changes I made to the design doc so you can see how things come along. THis is for your entertainment as well as mine, since I get the impression things may change drastically during the course of development,and I think it'll be cool to see where I started in relation to where I ended up.
Oh, and as always suggestions are welcome! (Though also as always, please don't be upset if they aren't used. They will always be considered, though)
Anyway, withot further ado:
========================
12/8/10
========================
::COMPONENTS:::
+Pilot's seat
+Passenger's seat
+Controls
+Gun mount
+Engine (Can be steam, electric, or IC)
+Pressure tank
+Wheels
+Transmission (to power wheels not directly adjacent to an engine)
+Transmission Junction ("bends" a transmission at a right angle)
+Rotor (THE POWER OF FLIGHT!!)
+Treads (Alternative transportation methods. slower but more maneuverable)
+Fuel tank (Needed for IC motors explodes and burns.. which is bad.)
+Capacitor (Needed for electric motors)
+Wings (For planes and other craft)
+Ailerons(/Stabilizers?)
+Rudder (for boats)
+Armor (for nt dying explosively)
+Bumper/cattlecatcher (for ramming or otherwise 'nudjing' objects)
::::COMPONENT STATS:::
Weight:
Size:
Cost:
================================
:::VEHICLE STATS:::
+Horsepower
Generated by Engines (which -can be- powered by Steam, or may be IC?/Electric/Other?)
the Horsepower is converted into action by routing it through one of sever at kinds of Actuators ((find a better name))
these being:
Wheels: (Bread and butter. Light, ((Good power/movement conversion?))
Treads: Heavier/harder to break (traction?) Require more power per movement. Capable of stationary turns.
Rotors: Vertical movement as in current airship rules. Generates straight Lift.
Propeller: Movement through water?
Airscrew: Provides -FORWARD ONLY- Motion. For use with Wings. Works when not connected to the ground, unlike wheels or other Actuators.
Wings = translated forward speed into Lift. The higher the speed, the more lift generated.
+Weight
Used to calculate movement stats, max speed, etcetera.
+Size
Used in firing solutions. Larger vehicles are easier to hit, etc. And take up more space in cargo bays. (All cargo holds can hold 1000 size worth of vehicles.)
+Stability
A facet of making piloting rolls. works the same as a piloting stat from Airships (FIGURE OUT HOW THiS IS CalCULATED))
+Profile:
Unlike airships the construction of vehicles is a bit more complex. Each Component rather than each compartment can be hit and be damaged, destroyed or suffer a malfunction.
+Durability:
Components do not have malfunction modes, (there would be too many per vehicle) if their durability is reduced to zero they just stop working.
+Armor:
Components can be armored individually, which is a global value for the whole component
OR
Armor plating is added as a separate entity in bulkhead-like slabs (the problem with this being that it makes it hard to armor the sides of a vehicle in a way that's easy to understand.
OR
Armor doesn't stop damage, but instead reduces it, in a manner similar to toughness. (The problem being it is inconsistent with the airship armoring system) This is however realistic, since
==========================================================
::VEHICLE PILOTING::
Uses a new Basic Stat, Driving (Driving for Land vehicles, Piloting for airships and flying vehicles)
Making maneuvers increases the difficulty of the Piloting/driving roll, as with Airship piloting rolls.
Failing a roll causes a piloting malfunction and all associated badness, as with airships.
=======================================================
::MANEUVERS::
Forward: Durrrr
Backwards: DUUUEERRRRRR
Turning:
Vehicles with Treads or Rotors can turn in place as airships can. Vehicles with Wheels have to move forward in order to turn. (((OR FIND SOME OtHER WAY TO MAKE REVERSING DIRECTION DIffICULT? MAP SIZE ANY NOT ACCOMMODATE THE SQUARES NECESSARY TO HANDLE TURNS))
((2 FACTORS IN TURNING STATS:: TOTAL TURNS AND MAXIMUM TURN RATE (45°, 90°, ETC))
INSTEAD OF MOVING ON A COMPARTMENTAL BASIS, USE A DEMARCATED BUT FREE SQUARE SYSTEM LIKE IN AIRSHIPS?
Skidding:
Wheeled vehicles can skid with sufficient speed. Making turns of 90 degrees or higher if need be, depending on speed. ((45 DEGREES PER 2 MOVEMENTS OF SPACE?))
Jumping:
No idea how this should work, but it ought to be rad.
Ascending:
Consumes Lift as per Airships.
In Planes, Lift is generated by forward speed ((FIGURE THIS OUT>>> HOW DO WE COORDINATE LIFT GENERATION/USE??))
Pushing/Towing:
VEHICLE INITIATIVE:: Is determined by the driver. All other vehicle occupants will perform their actions after the driver.
=======================================================
::CRASHES:::
Vehicles can crash through walls, intentionally or as the result of a failed piloting/driving roll. doing bulkhead (or 'wall' damage) vehicles can also intentionally ram buildings or other barricades. In the case of a crash, ((Damage caused = Weight * Speed?))
=======================================================
:::UNIT CONVERSION:::
ALL MEASUREMENTS MADE IN SIZE, THERE IS NO WEIGHT IN GAME
(except for purposes of figuring airship and Vehicle flight mechanics)
-
1 Airship Square = 10x10 Compartments (300')
1 Compartment = 1000 Size units <--therefore the largest a vehicle can be and fit in a compartment is 1000
1 Size = A lunchbox.
-
::::AIRSHIP INTERACTIONS::::
In order to engage ground targets the airship must be hovering over the correct square. Airships can change their position and orientation on the map as a function of their flight cost. (since they are hovering) however if they wish to change orientation they must pay a turning cost as normal.
>SHIP CANNONS
To hit an Object or vehicle on the ground the roll is D100+[Cannoneering] Vs. Diff 100 -
Cannons damage is multiplied by 10 if it hits a Vehicle. I.e. a Damage 20 Cannon hits for 200 Vehicle damage.
Individual characters are too small to be targeted by cannons, but the Compartment square they are in can be targeted which will do Area damage to whatever is in there. ((ELABORATE - AUTOMATIC HIT OR CALLED SHOT?))
::FIRING ON AIRSHIPS FROM THE GROUND::
Basically counts as a Called Shot. Choose a compartment for it to it and then see if you hit it.
>SMALL ARMS FIRE::
As normal attack, however the # compartments for range is increased by 3 on account of the height the airship is hovering at. If the ship is grounded then there is no difference. Firing can be done through a hatch or cargo hatch, or through a Gunport. (Gunports are... Gunports, designed to have small weapons fired from them. Can be included in airship designs like escape hatches, cargo doors, etc.
((>>>INVESTIGATE MOUNTED ANTI-PERSONELL WEAPONS FOR AIRSHIPS))
::DOING DAMAGE TO AIRSHIP ARMOR:::
1 damage done to airship armor for every 10 Vehicle/Character damage. Same effect applies to Compartments.
::MOUNTED WEAPONS::
Any ranged weapon with a damage higher than 20 is too powerful to be handled by aperson, and so must be mounted to a vehicle.
Mounted weapons have firing arcs depending on the method of rtheir mounting. This may be a 90 degree arc or a full 360 if put on a turret.
::RAPID FIRE WEAPONS::
Count as an Area attack that is centered on a compartment square, everyone in the square has the possibility of being hit once. (per firing Action) Can be evaded via Agility or Taking Cover. Rapid fire weapons are (usually) too large to be carried and must be mounted. ((Larger rapid-fire weapons can be used to attack a number of adjacent compartments?))
VEHICLE DAMAGE RANGE:: 1 - 150
VEHICLE COST RANGE :: Most expensive around 100k
VEHICLE MAXIMUM ARMOR: = 100
Oh, and as always suggestions are welcome! (Though also as always, please don't be upset if they aren't used. They will always be considered, though)
Anyway, withot further ado:
========================
12/8/10
========================
::COMPONENTS:::
+Pilot's seat
+Passenger's seat
+Controls
+Gun mount
+Engine (Can be steam, electric, or IC)
+Pressure tank
+Wheels
+Transmission (to power wheels not directly adjacent to an engine)
+Transmission Junction ("bends" a transmission at a right angle)
+Rotor (THE POWER OF FLIGHT!!)
+Treads (Alternative transportation methods. slower but more maneuverable)
+Fuel tank (Needed for IC motors explodes and burns.. which is bad.)
+Capacitor (Needed for electric motors)
+Wings (For planes and other craft)
+Ailerons(/Stabilizers?)
+Rudder (for boats)
+Armor (for nt dying explosively)
+Bumper/cattlecatcher (for ramming or otherwise 'nudjing' objects)
::::COMPONENT STATS:::
Weight:
Size:
Cost:
================================
:::VEHICLE STATS:::
+Horsepower
Generated by Engines (which -can be- powered by Steam, or may be IC?/Electric/Other?)
the Horsepower is converted into action by routing it through one of sever at kinds of Actuators ((find a better name))
these being:
Wheels: (Bread and butter. Light, ((Good power/movement conversion?))
Treads: Heavier/harder to break (traction?) Require more power per movement. Capable of stationary turns.
Rotors: Vertical movement as in current airship rules. Generates straight Lift.
Propeller: Movement through water?
Airscrew: Provides -FORWARD ONLY- Motion. For use with Wings. Works when not connected to the ground, unlike wheels or other Actuators.
Wings = translated forward speed into Lift. The higher the speed, the more lift generated.
+Weight
Used to calculate movement stats, max speed, etcetera.
+Size
Used in firing solutions. Larger vehicles are easier to hit, etc. And take up more space in cargo bays. (All cargo holds can hold 1000 size worth of vehicles.)
+Stability
A facet of making piloting rolls. works the same as a piloting stat from Airships (FIGURE OUT HOW THiS IS CalCULATED))
+Profile:
Unlike airships the construction of vehicles is a bit more complex. Each Component rather than each compartment can be hit and be damaged, destroyed or suffer a malfunction.
+Durability:
Components do not have malfunction modes, (there would be too many per vehicle) if their durability is reduced to zero they just stop working.
+Armor:
Components can be armored individually, which is a global value for the whole component
OR
Armor plating is added as a separate entity in bulkhead-like slabs (the problem with this being that it makes it hard to armor the sides of a vehicle in a way that's easy to understand.
OR
Armor doesn't stop damage, but instead reduces it, in a manner similar to toughness. (The problem being it is inconsistent with the airship armoring system) This is however realistic, since
==========================================================
::VEHICLE PILOTING::
Uses a new Basic Stat, Driving (Driving for Land vehicles, Piloting for airships and flying vehicles)
Making maneuvers increases the difficulty of the Piloting/driving roll, as with Airship piloting rolls.
Failing a roll causes a piloting malfunction and all associated badness, as with airships.
=======================================================
::MANEUVERS::
Forward: Durrrr
Backwards: DUUUEERRRRRR
Turning:
Vehicles with Treads or Rotors can turn in place as airships can. Vehicles with Wheels have to move forward in order to turn. (((OR FIND SOME OtHER WAY TO MAKE REVERSING DIRECTION DIffICULT? MAP SIZE ANY NOT ACCOMMODATE THE SQUARES NECESSARY TO HANDLE TURNS))
((2 FACTORS IN TURNING STATS:: TOTAL TURNS AND MAXIMUM TURN RATE (45°, 90°, ETC))
INSTEAD OF MOVING ON A COMPARTMENTAL BASIS, USE A DEMARCATED BUT FREE SQUARE SYSTEM LIKE IN AIRSHIPS?
Skidding:
Wheeled vehicles can skid with sufficient speed. Making turns of 90 degrees or higher if need be, depending on speed. ((45 DEGREES PER 2 MOVEMENTS OF SPACE?))
Jumping:
No idea how this should work, but it ought to be rad.
Ascending:
Consumes Lift as per Airships.
In Planes, Lift is generated by forward speed ((FIGURE THIS OUT>>> HOW DO WE COORDINATE LIFT GENERATION/USE??))
Pushing/Towing:
VEHICLE INITIATIVE:: Is determined by the driver. All other vehicle occupants will perform their actions after the driver.
=======================================================
::CRASHES:::
Vehicles can crash through walls, intentionally or as the result of a failed piloting/driving roll. doing bulkhead (or 'wall' damage) vehicles can also intentionally ram buildings or other barricades. In the case of a crash, ((Damage caused = Weight * Speed?))
=======================================================
:::UNIT CONVERSION:::
ALL MEASUREMENTS MADE IN SIZE, THERE IS NO WEIGHT IN GAME
(except for purposes of figuring airship and Vehicle flight mechanics)
-
1 Airship Square = 10x10 Compartments (300')
1 Compartment = 1000 Size units <--therefore the largest a vehicle can be and fit in a compartment is 1000
1 Size = A lunchbox.
-
::::AIRSHIP INTERACTIONS::::
In order to engage ground targets the airship must be hovering over the correct square. Airships can change their position and orientation on the map as a function of their flight cost. (since they are hovering) however if they wish to change orientation they must pay a turning cost as normal.
>SHIP CANNONS
To hit an Object or vehicle on the ground the roll is D100+[Cannoneering] Vs. Diff 100 -
Cannons damage is multiplied by 10 if it hits a Vehicle. I.e. a Damage 20 Cannon hits for 200 Vehicle damage.
Individual characters are too small to be targeted by cannons, but the Compartment square they are in can be targeted which will do Area damage to whatever is in there. ((ELABORATE - AUTOMATIC HIT OR CALLED SHOT?))
::FIRING ON AIRSHIPS FROM THE GROUND::
Basically counts as a Called Shot. Choose a compartment for it to it and then see if you hit it.
>SMALL ARMS FIRE::
As normal attack, however the # compartments for range is increased by 3 on account of the height the airship is hovering at. If the ship is grounded then there is no difference. Firing can be done through a hatch or cargo hatch, or through a Gunport. (Gunports are... Gunports, designed to have small weapons fired from them. Can be included in airship designs like escape hatches, cargo doors, etc.
((>>>INVESTIGATE MOUNTED ANTI-PERSONELL WEAPONS FOR AIRSHIPS))
::DOING DAMAGE TO AIRSHIP ARMOR:::
1 damage done to airship armor for every 10 Vehicle/Character damage. Same effect applies to Compartments.
::MOUNTED WEAPONS::
Any ranged weapon with a damage higher than 20 is too powerful to be handled by aperson, and so must be mounted to a vehicle.
Mounted weapons have firing arcs depending on the method of rtheir mounting. This may be a 90 degree arc or a full 360 if put on a turret.
::RAPID FIRE WEAPONS::
Count as an Area attack that is centered on a compartment square, everyone in the square has the possibility of being hit once. (per firing Action) Can be evaded via Agility or Taking Cover. Rapid fire weapons are (usually) too large to be carried and must be mounted. ((Larger rapid-fire weapons can be used to attack a number of adjacent compartments?))
VEHICLE DAMAGE RANGE:: 1 - 150
VEHICLE COST RANGE :: Most expensive around 100k
VEHICLE MAXIMUM ARMOR: = 100