So I saw it with my kids and being a gamer I thought "whoa this is exactly like what CarWars for the new millenium should look like.
Then of course I started thinking how to modify some of my projects to do racing in particular.
Not just abstract chase mechanics, I hate those. No, Duel Track racing was more my thing.
I'm thinking scrolling tiles with obstacle ratings for Traction and Skew and then having a Stability rating to determine rolls.
Also, a thread somewhere got me thinking there should be rolls to boost skills with a variety of stats representing out thinking and just plain out driving the opposition.
And Nonjas, definantly Nonjas.
Yeah, I liked the movie too...
The cars would have to be handled like mecha. They did spin "kicks" and other attacks to "push" the cars off the tracks or into explosions on immovable objects.
(BTW I loved the movie. It was a hyperkinetic frenzy of color that made me go, "Oh My Gawd! This rocks!"
Quote from: enelsonThe cars would have to be handled like mecha. They did spin "kicks" and other attacks to "push" the cars off the tracks or into explosions on immovable objects.
(BTW I loved the movie. It was a hyperkinetic frenzy of color that made me go, "Oh My Gawd! This rocks!"
You know...almost everything in the Speed Racer movie could be done with Car Wars. Just come up with a gizmo that causes you to spin out on command and I think it'd be ready to go :D
I'm thinking "Skew" should be an arrow pointing the direction the car gets extra turning in to represent banked curves and the like and possibly a number for how much of it though that may prove too complex.
Of course moguls would give you scatter skew.
I'm not sure how to handle loops. Possibly just a difficulty minmum speed and an automatic deceleration. If you fall below the minimum speed due to that deceleration you're in trouble.
You'd have to limit weapons considerably (unless you're really cheating). Loops would be handled as the fellow mentioned earlier, but how do you handle jumps? The ones with the hydraulic rams? Would it be just like a ramped jump, but without the ramp? And then there's the jump and roll to the side. Yeah, I automatically thought of Car Wars too when I watched the movie today, but it will take a little work:cool:
I loved car wars but unless there was a revised edition I missed it was never the fastest game in the world. 1 second rounds divided into 1/10 second phases does not a fast and franetic chase game make ...
Quote from: jibbajibbaI loved car wars but unless there was a revised edition I missed it was never the fastest game in the world. 1 second rounds divided into 1/10 second phases does not a fast and franetic chase game make ...
If you've ever played a Car Wars race (rather than deathmatch) it plays pretty quick, as most turns are move-turn a little. It's when cars get close that things get hairy. Same as in the movie, and I'd like to be able to do the crazy combo they did in the desert rally part, which could only be done in a detailed 1 second round fashion.
As far as weapon limits: no weapons besides maybe a ramplate or two, because in a race it's all about speed. Plus, if claws are illegal, then so are minelayers!
Also, just come up with some control ratings for Jump Jack manuevers.
As much as I love Car Wars, I don't own it and nothing I do with it really belongs to me so I won't go that route.
I'm thinking something much more freeform and crazy.
Quote from: David JohansenAs much as I love Car Wars, I don't own it and nothing I do with it really belongs to me so I won't go that route.
I'm thinking something much more freeform and crazy.
I think something more freeform is a good plan and I'd up the scale to 1/25 so you can use all those hotwheels and matchbox little cars (hey I bet that they produce loads of them from the actual film on the same scale).
This would have to be the Unlimited Class Racing RPG, unless you want to write the check for that license....
Existing Car Wars could do it with just a few equipment list changes and the reduction of certain turn hazards do to banking. Add a "cool move" mechanic, like the Drama Dice of Seven Sea, and you have it.
Actually The SpyCraft system would be a good alternative, but you don't like the abstract. Hero System would make a good and cruchy alternative system for the abilities of the vehicle over a map's movement.
Or are you thinking about starting from scratch... equipment list and rules out?
I'm torn between using the super hero system "Liquid Awesome" I've been messing around with or Galaxies in Shadow.
I designed a couple cars using the GiS design rules and I liked how they came out. One of them has a pair of rocket boosters mounted in universal turrets on its sides so it can point them all over the place.
At present I'm thinking about calling it Shock Track 5000. It's set on a played out industrial world that's tried to turn it's economy to anything-goes tourism but failed to make it work except a single racing circut 5000 kilometers long. The cars (called Track Shockers) are powered by electric motors in each wheel and there are powered sections of the track (the shock track) that are used to charge up the cars so there are no pitstops. These sections also feature hazards like loops, jumps, crossroads, and swinging obstacles.