From: | "J. Keith Henry" <Ereskanti@***.COM> |
---|---|
Subject: | Power Plant Mania (Re: Riggers and Mechs) |
Date: | Thu, 13 Nov 1997 18:16:13 -0500 |
> >Multiple-Power-Plant Vehicles.
>
> >Yeah, you heard/read this right. Anyone else thought of this? What
> >happens??? Come on Mr. Szeto, time to really earn your worth...
>
> I have done it some time ago and I belive that you can think in which
> vehicle...
>
Yes Barbie, I probably can.
I am however trying to get more information on the idea. Mike and are
working on some -very- edgy crap for the Winternight Wars we are running at
the moment in the Home Games. My basic thouhts???
Add Load Ratings for multiples, but keep economy the same (multiple power
plants indicate multiple fuel tanks IMHO).
Signatures are reduced by 1 point per power plant after the first, and any
signature improvements need to be handled cumulatively per power plant (the
ones that count anyway, like Thermal Baffling).
Handling Tests remain relatively uneffected (I don't know enough just yet to
make a guess).
Speed (Maximum) is increased in 5% increments per power plant after the
first. Remembering that a power plant provides "x-lift" instead of
"x-speed"
(it's oversimplified, but I didn't feel like adding multiple jet engines to
get something that goes Mach 10). I have considered greater increases than
what I mention here, as in the case of the original Platinum vs. Platinum II
(RBB).
Flux Ratings can be bolstered by an additional number of points towards
Sensors and the like equal to one-half the body for each engine. For
example, say you had a vehicle with bod of 5 (a plane preferred here), which
could give 2 more poitns (IIRC) to the flux rating(s) of equipment contained
within. If a second engine was involved, then 2 more flux rating points
could be utilized.
These are just the beginning.
-K