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Message no. 1
From: Todd Montgomery <tmont@****.WVU.WVNET.EDU>
Subject: Driver Actions and Combat Rules
Date: Tue, 2 Feb 93 16:39:59 CET
OK, to explain my idea a little more here is some BASIC ideas and
an example. This is the basic concept.

Free Actions:

Accelerate: +1 to pursue, +1 to flee, Skill check simple
Decelerate: +1 to evade, Skill check simple
Zig,Zag: +2 to attackers T#, Skill check moderate

Simple Actions:

Overaccelerate: +3 to pursue, +3 to flee, Skill check hard
Hard Brake: +2 to flee, Skill check moderate
Controlled Skid (No diretion change):
+2 to flee, +1 to Attackers T#, Skill check moderate
Controlled Skid (45 degree change):
+3 to flee, +2 to attackers T#, Skill check hard
Evasive Turn: +2 to attackers T#, +1 to flee, Skill check moderate

Complex Actions:

Controlled Skid (90 degree change):
+4 to flee, +3 to attackers T#, Skill check hard
Controlled SKid (180 degree change):
+6 to flee, +3 to attackersw T#, Skill check difficult
( Riggers must spend one complex action to perform and
other drivers must spend two complex actions to perform)

The Skill checks would normall be just driving checks with the
T# being the vehicles handling + a maneuver mod (from the action) + speed mod.
A standard skill check of moderate may be +2 to T#, and Hard +4 to T#.
This is the grey area.

The attackers T# mod is for people shooting at the car performing the
maneuver.

I assumed fleeing was just trying to loose a pursuer in any way
possible, such as overshooting, etc.

Instead of there being some combat rounds between driving tests, a
test is done at the end of each round. The mods are all tallied and applied.
Drivers can offset mods by performing the same maneuver as the other.
This also expends their actions. Just think of a chase. The pursuer
follows the leader and performs the maneuvers he/she does. This makes
it hard to loose a tail. It still comes down to just skill.

An example might be, during a standard combat round, the driver of car A
has one actions, he elects to first Zig,Zag and do a controlled skid(No Change)
, this gives him +3 to attackers T#, a skill check at moderateX2, and a
+2 to flee. That was one action. (1 Simple, 1 Simple traded for 1 Free).
The pursuer elects to do a controlled skid (no change) and overaccelerate.
The controlled skids cancel (all but the attacker T# mods), and the
overaccelerate gives +3 to pursue, and a skill check of hard+moderate.
Confused Yet? After all the numbers are figured the drivers declare intentions
as in the normal vehicle rules, and checks are made, but modifiers are used.
The winner can close, flee, extend distance, etc, as in the regular combat
rules. If this is done correctly it could bring in some niffty new
role-playing possibilities and color to car chases. The time expense SHOULD be
minimal.

The above are ONLY ideas and are "off the cuff".
There can be many more possibilities for driver actions.

Let me know what you think. If you don't like them ,Mr. Hayden, just
let me know and I will drop the idea and contribute to the construction
stuff with all vigor (or is that igor?). Any comments welcome.

-- Quiktek
tmont@****.wvu.wvnet.edu

"It is not man who is the enemy of the human species. It is the
irrational; it is the spiritual when it is divorced from the material;
from the lesson in one beating heart or one bleeding vein."
- Maharet
"The Queen of the Damned" - Anne Rice
Message no. 2
From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: RE: Driver Actions and Combat Rules
Date: Tue, 2 Feb 93 23:04:08 CET
Quiktek,
Your suggestion finally begins to make some sense. It has some merit,
although personally it seems like a needless complication. Still if others like
the idea it should be persued.
One thing you might consider is taking it back over to Shadowrn, since it is
not depended upon the Vehicle creation rules in anyway. Just sprouting off
some ideas.

See Ya in Shadows,
Jason J Carter
The Nightstalker

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