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Mailing List Logs for ShadowRN

From: R Andrew Hayden <rahayden@*****.WEEG.UIOWA.EDU>
Subject: Re: Engines and Chassis (fwd)
Date: Mon, 8 Feb 93 19:31:24 CET
I received this reply to me personally, so I'm forwarding to the list.

---------- Forwarded message ----------
Date: Mon, 8 Feb 93 4:10:36 PST
From: "Glenn F. Gorsuch" <ggorsuch@****.csuchico.edu>
To: rahayden@*****.weeg.uiowa.edu
Subject: Re: Engines and Chassis


Hey-ho, all!

With regard to the chassis/engine debate and the modular/figured decision,
what about sort of merging the two? For example, look at the charater arch-
etypes and the archetype generation system. You can open the book for the first
time and have standard characters availible to you instantly. Later on, given
a little work (IF YOU DECIDE TO!) you can create something a little different
than your run-of-the-mill street sam or decker. It's just a step up in
complexity (and then you start GM-ing...and the headaches begin :).

Take our Fearless Leader's five-step engine/chassis design and do something
like this with it (as usual, all numbers are completely arbitrary). Key
follows:


Vehicle Body Type (one ea. for cars, 'cycles, etc...
I'm thinking of cars for this one)

1 2 3 4 5

E 1 X - - - -

N 2 - X - - -

G 3 - - X - -

I 4 - - - X -

N 5 - - - - X

E


OK, now the afore-mentioned explanation. The X's on the chart above are the
type engines required to move a stock chassis at a top speed of (well, whatever
we choose--call it 100 kmph). Fill in all the other blanks with whatever
numbers seem athetically, aerodynamically, and anatomically pleasing. But this
is too boring, I hear all you type II gamers saying. So...

Say a type one chassis holds 100 NPU, type two has 200, etc. The engines don't
necessarily have to follow such a simple pattern. EX: The engine in a station
wagon is not too different in size than the one running a VW Bug. Sure there
IS a difference but not nearly as big as the difference in interior space.
Put in some limiting rules...I don't expect you could mount an engine for a
van in a bug, even if they both have loads of Fharvhegnugen (excuse spelling
please...it's late). To vary performance further, have add-ons, like stream-
lined form (only when veh. is built) or an Elec. engine (speed reduction, but
less need to spend large amts. of NPUs for fuel...GridLink and SunCell present
themselves). For more complexity (and less generic vehicles), slightly modify
vehicular size--with corresponding changes in performance. EX:I've got a #2
chassis and engine, but the vehicle is a bit smaller and hence lighter than
corresponding vehicles. It's streamlined (you know, like a racecar), and I've
stuck with a petrochem engine (for performance, natch). Top speed would be
100 kmph, but with a 10% reduction in chassis size, it goes to 110. Say stream-
lining adds another 10% (all these are to the BASE/original top speed, BTW--
saves on muchkinism that way)...and she tops out at 120. This just isn't
enough for me, so I shell out the nY to put a type 3 engine. New base speed
might be 135 kmph...with the mods...162kmph. And there you go. Natch, all
these mods take chunks out of my 200NPU...I'm down to 180 before I even put
the engine in...looks like anyone who wants to ride with me had better be
a REAL good friend :).

None of these calcs was too hard to do without a calculator or math SPU, and
they might actually bear SOME small resemblance to reality. And bear in mind
that Shadowrun itself bears very little resemblace to reality...we just want
a simulation that players won't whine over TOO much.

BTW...sorry if someone came up with all this first. If so, you can delete it
now. And hey! let's be cheerful...look at the MegaTraveller vehicle
construction rules...we could be stuck with the responsibility for THAT!


As usual...comments/criticisms/cash to me....dumb flames to Washington D.C.

Sable the Mechanic

Glenn F. Gorsuch
ggorsuch@****.csuchico.edu
I disavaow any knowlege of any disclaimer here!

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.