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Sci-Fi RPG Vehicle Systems?

Started by Reimdall, December 06, 2006, 10:59:45 PM

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O'Borg

Quote from: bobmangmso...CAR WARS!  
BobManGM
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Nicephorus

The BESM vehicle rules are simple and flexible, once you get the hang of it.  It cannot cover small differences like you'd want with a game focused on vehicle combat.  But it's good for fudging things quickly.  You essentially just buy features with pts.

Hastur T. Fannon

Quote from: NicephorusThe BESM vehicle rules are simple and flexible, once you get the hang of it.  It cannot cover small differences like you'd want with a game focused on vehicle combat.

Their "Space Fantasy" supplement adds a few more optional rules that crunch up space combat
 

Dominus Nox

One thing to remember: The more detailed and complex the design rules are, the less fudging you need to do later in the game.

For example, the gurps vehicle system is a monster, but once it's done you know how much things weigh, how much space they take up, etc, how much power a given device needs, produces or stores, etc.

So, in a situation where your players starship is shot up and crashes on a planet with alien wrecks on it, and they want to replace their damaged reactor with one salvaged from an alien wreck you know how much the new reactor prodiuces, weighs and what volume it needs. This makes things more consistent and easier to do modifications later on.


Sure, the initial design is a bitch, but once it's done the detail makes things easier. It's kina like they say in the military: The more you sweat in training, the less you bleed in combat.
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RedFox

Quote from: Hastur T. FannonTheir "Space Fantasy" supplement adds a few more optional rules that crunch up space combat

Really?  I've heard nothing but bad things about that book.

Which is sad, because it was the supplement I was most interested in owning after Big Ears, Small Mouse.
 

Dr Rotwang!

Quote from: Dominus NoxFor example, the gurps vehicle system is a monster, but once it's done you know how much things weigh, how much space they take up, etc, how much power a given device needs, produces or stores, etc.
That's great.  Now how do I run a chase scene?

This, by the way, from a sincere GURPS fan.
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
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droog

No love for Striker here? I made some pretty cool vehicles with that. My favourite was a little sports grav car that hit 1000 kmh or something stupid like that.
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Dr Rotwang!

Quote from: droogNo love for Striker here?
Dude, if I had Striker, I might just lubbit.
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
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KenHR

Quote from: droogNo love for Striker here? I made some pretty cool vehicles with that. My favourite was a little sports grav car that hit 1000 kmh or something stupid like that.

I have Striker via the Classic Games reprint volume and it looks eminently tinkerable.  Just haven't had time to sit down with it and figger it out.

I do like that they used a Panther tank for the design sequence example.  Looks like it's a fairly accurate one, too.
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Dominus Nox

Quote from: Dr Rotwang!That's great.  Now how do I run a chase scene?

This, by the way, from a sincere GURPS fan.

Well, obviously the fist thing is to have vehicles of comparable but maybe at least slightly dissimiliar speed, as huge discrpencies on speed will usually make a chase scene imposible unless the pursuer starts at a hell of a distance.
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Dr Rotwang!

Quote from: Dominus NoxWell, obviously the fist thing is to have vehicles of comparable but maybe at least slightly dissimiliar speed, as huge discrpencies on speed will usually make a chase scene imposible unless the pursuer starts at a hell of a distance.
Next?
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
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Dominus Nox

Quote from: Dr Rotwang!Next?


*SIGH*

Now it depends on what kind of chase you want. If it's just a straignt, open space/terrain chase and the vehicles are comparable in speed, make some dramatic" "pushing the engine " rules up and see who blows a gasket/reactor first. Also add in driving rolls to take advantage of terrain or avoid dangers in the road/space haead.

In other chase scenes one vehicle could be faster, but the other smaller and more agile. Remember the "asteroid" scene in "the empire strikes back?" The star destroyers and tie fighters were faster than the falcon in sublight, but the falcon could maneuver better thru asteroids than a destroyer, and the fighters would be killed by collisions that the falcon could survive. That kind of chase can be dramatic, and used on earth with bad roads or rough terrain substituting got the asteroids.

There's also the chase/hunt, when the pursued unit tries to evade and elude the pursuer rather than simply outrun it.n In this case you use drive/pilot skills plus rolls to evade versus rolls to maintain contact.
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bobmangm

We used to play a table top car racing game, where you could push the car to higher than suggested speeds.  When you did, the car had a chance of breaking down (1d6, say roll 6 and the car blows).  The vehicle wouldn't stop, but your speed was cut 1/2.  If you tried to push the car again, you would stop completely.

Although, with space ships and crews, you could have a slight chance of "bypassing the main power feed, Captain."  To adjust for this issue, maybe use 1d10 instead of 1d6.

Just keeping it simple.

BobManGM
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Dr Rotwang!

Quote from: Dominus Nox*SIGH*
Don't give me that crap, boyo.  I played GURPS for a damned long time and never found a good pursuit system.  If you think you can answer the question, then answer the goddamn question and don't go huffing and puffing like it's some sort of inconvenience to share your wisdom 'n' shit.

QuoteNow it depends on what kind of chase you want. If it's just a straignt, open space/terrain chase and the vehicles are comparable in speed, make some dramatic" "pushing the engine " rules up and see who blows a gasket/reactor first. Also add in driving rolls to take advantage of terrain or avoid dangers in the road/space haead.
Ah, so make it up.  OK.  Integration?

QuoteIn other chase scenes one vehicle could be faster, but the other smaller and more agile. Remember the "asteroid" scene in "the empire strikes back?" The star destroyers and tie fighters were faster than the falcon in sublight, but the falcon could maneuver better thru asteroids than a destroyer, and the fighters would be killed by collisions that the falcon could survive. That kind of chase can be dramatic, and used on earth with bad roads or rough terrain substituting got the asteroids.
This is good advice for any game.

QuoteThere's also the chase/hunt, when the pursued unit tries to evade and elude the pursuer rather than simply outrun it.n In this case you use drive/pilot skills plus rolls to evade versus rolls to maintain contact.
With GURPS.  We're talking GURPS.  

Never mind.
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
[/font]

Dominus Nox

Quote from: Dr Rotwang!Don't give me that crap, boyo.  I played GURPS for a damned long time and never found a good pursuit system.  If you think you can answer the question, then answer the goddamn question and don't go huffing and puffing like it's some sort of inconvenience to share your wisdom 'n' shit.

Ah, so make it up.  OK.  Integration?

This is good advice for any game.

With GURPS.  We're talking GURPS.  

Never mind.


It's not my fucking job to write rules to cover the gaps in gurps. Go to the gurps forums and ask there, just do yourself a favor and put "qoltar", "asta kask"  and "paladin" on your IL right off the bat.

Jurgen Hurbert can usually be counted on for good advice, as, of course, can Kromm.
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