|Subject:||Vehicle upgrade grades (was Re: FASA's release schedule)|
|Date:||Thu, 8 Aug 1996 11:48:52 +0100|
> What I want to do is set up the base stats for vehicles and improvements
> and add additional levels of modification based on the different ratings SR
> allready has for cyber- and bioware. For example: a player wants to design
> a car that is rigged and has a pop-up turret in the back trunk. The base
> stats for the turret says it requires a lot more room than his car has
> available. But if he gets the delta version of the turret there will be
> enough room to spare for the spare tire, of course it'll cost him. I.e.,
> the grade of the item (normal, alpha - gamma) decides the size and/or the
> performance. Gamma armor could be put on a sports car without hampering
> its maneuver. A normal 450 hp engine couldn't fit in a volkswagon bug, but
> a delta grade version could. This idea has the advantage that it already
> uses existing rules instead of new ones. What do you think?
I think it wouldn't really work. The difference between the grades of
cyberware is the quality of workmanship: the better it's made and adapted
to your body, the less Essence it will cost. How do you do that with a
turret? You have to keep it at a certain size to install the stuf you want
in it; it's not so simple to make it a bit smaller, because then where do
you put the MMG and its ammo?
It could be done with some things, I guess, like engines -- better-built
models could get more performance out of a smaller block, but the rules
already cover that (somewhat) with the high-performance engines, for
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Negative expectations yield negative results.
Positive expectations yield negative results.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-
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