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Message no. 1
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Vehicles in Combat
Date: Wed, 12 Oct 1994 14:46:12 +0100
Hello everybody,

back from the grave with another question I would like to hear your
opinion.

How do you handle mixed Vehicle/"Normal"-Combat?
Do the vehicles move first in the round?
Do they move once, more than once, or what?

Until now, I let them move at the beginning of a combat round, but this
seems a little unrealistic (and believe me, this is a really important
topic for my players, especially one), because for three seconds the car
was standing there and next round (with rigger in control) the vehicle
is a little, tiny dot at the horizon.

So, I would like to hear your suggestions to make the vehicle-movement
more continously.

Thanx in advance...
----------------------------------------------------------------------------
Stefan, Son of Yuboert Internet: struck@******.informatik.uni-bonn.de
----------------------------------------------------------------------------
"To do is to be" --- Satre
"To be is to do" --- Sokrates
"Do be do be do" --- Sinatra [Taken from
"Subway"]
Message no. 2
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: Vehicles in Combat
Date: Thu, 13 Oct 1994 17:18:25 +1000
Stefan writes:

> How do you handle mixed Vehicle/"Normal"-Combat?
> Do the vehicles move first in the round?
> Do they move once, more than once, or what?

Well, you could divvy the vehicles movement up over the riggers actions. Say
the rigger had 3 actions, then the vehicle moves 1/3 its movement each
action.

Um, maybe that wouldn't work, 'cause then if the rigger only had one action
(pretty pathetic rigger, but possible for a regular person), the vehicle
would do a real fast dash.

Maybe divvy it up over the number of phases in the turn. If the turn is 40
phases long (there's some fast slag out there somewhere :-)), then the
vehicle moves 1/40 each phase. Uugck, that makes for ugly bookkeeping
doesn't it? Perhaps do it for blocks of 10 phases, so the vehicle has moved
1/4 its movement by phase 10, 1/2 by 20 and so on. Yeah, that might work OK,
whadda ya think?

--
Damion Milliken University of Wollongong e-mail: u9467882@***.edu.au

(GEEK CODE 2.1) GE -d+(d) H s++:-- !g p? !au a18 w+ v(?) C+(++) US++ P? L !3 E?
N K- W+ M@ !V po@ Y(+) t+ !5 !j R+(++) G(+)('') !tv(--)@ b++ D+
B? e+ u@ h* f(+) !r n--(----) !y+
Message no. 3
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: Vehicles in Combat
Date: Thu, 13 Oct 1994 09:53:07 +0100
Damion wrote:

> phases long (there's some fast slag out there somewhere :-)), then the
> vehicle moves 1/40 each phase. Uugck, that makes for ugly bookkeeping
> doesn't it? Perhaps do it for blocks of 10 phases, so the vehicle has moved
> 1/4 its movement by phase 10, 1/2 by 20 and so on. Yeah, that might work OK,
> whadda ya think?
>
I'll try it this weekend. Blocks of 10s sounds good to me. I'll try it and
tell you later.
(I'm going for a 40+ person combat with 5+ vehicles this weekend. I hope
I can handle this)

Stefan, Son of Yuboert Internet: struck@******.informatik.uni-bonn.de
----------------------------------------------------------------------------
"To do is to be" --- Satre
"To be is to do" --- Sokrates
"Do be do be do" --- Sinatra [Taken from
"Subway"]
Message no. 4
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: Vehicles in Combat
Date: Thu, 13 Oct 1994 20:06:40 +1000
Stefan writes:

> (I'm going for a 40+ person combat with 5+ vehicles this weekend. I hope
> I can handle this)

Whoooaaaa! I hope you've got about half a day for that one :-) You almost
need to set up a tactical battle grid and pretend your playing another game,
just to get through the combat. If you're running that many, I wouldn't
bother about being picky whether vehicles move at the start of the round or
end (or whatever), I'd be adlibing most of the battle, otherwise you'll be
there all day. Though others say that DMZ is pretty deadly (some say pretty
screwed too), so if you're using that then maybe it'll progress a little
faster (I don't own DMZ - costs too much).

--
Damion Milliken University of Wollongong e-mail: u9467882@***.edu.au

(GEEK CODE 2.1) GE -d+(d) H s++:-- !g p? !au a18 w+ v(?) C+(++) US++ P? L !3 E?
N K- W+ M@ !V po@ Y(+) t+ !5 !j R+(++) G(+)('') !tv(--)@ b++ D+
B? e+ u@ h* f(+) !r n--(----) !y+
Message no. 5
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: Vehicles in Combat
Date: Thu, 13 Oct 1994 15:59:55 +0100
Damion writes:
> Whoooaaaa! I hope you've got about half a day for that one :-) You almost
> need to set up a tactical battle grid and pretend your playing another game,
> just to get through the combat. If you're running that many, I wouldn't
> bother about being picky whether vehicles move at the start of the round or
> end (or whatever), I'd be adlibing most of the battle, otherwise you'll be
> there all day. Though others say that DMZ is pretty deadly (some say pretty
> screwed too), so if you're using that then maybe it'll progress a little
> faster (I don't own DMZ - costs too much).
I calculated a day for the combat. I do own DMZ but played it only twice.
Seems to be very unbalanced (Play a Sam = Win the game).




Atttention: Possible spoiler for Ivy & Chrom







The battle is the show-down scene from Ivy&Chrom. My player decicided to
bring Fayette back to Seattle with Aztech in their tracks. So I have to
hit them on the Highway.
Vehicles: 1 PC-Car (at this point with Serious Damage, no problem here)
up to 3 NPC-helicopters (Hughes someting with Rigger in Control)
I don't think they all will survive, but
"Dummheit muss bestraft werden" (no translation available)

We'll see on saturday
----------------------------------------------------------------------------
Stefan, Son of Yuboert Internet: struck@******.informatik.uni-bonn.de
----------------------------------------------------------------------------
"To do is to be" --- Satre
"To be is to do" --- Sokrates
"Do be do be do" --- Sinatra [Taken from
"Subway"]

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