From: | Lehlan Decker <decker@****.FSU.EDU> |
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Subject: | Re: Vehicle Movement |
Date: | Mon, 15 Dec 1997 10:55:14 -0500 |
> I think I've figured out a way to integrate vehicle movement with
> character/critter movement.
>
> Vehicles move on 10, or their rigger's Initiative, whichever is higher.
>
> At the beginning of each combat turn divide the vehicle's current
> speed by 10. This is the vehicle's phase speed. A Ford Americar
> moving at 80m per turn has a phase speed of 8m.
>
> Starting on the vehicle's/driver's initiative the vehicle moves it's
> phase speed each phase for 10 phases. If the Ford is being driven by
> a character with an initiative of 6 it will travel 8m on phase 10, 8m
> on phase 9, 8m on phase 8, and so on until it makes it final movement
> on phase 1. If the Ford is being driven by a rigger with an
> initiative of 18 it will travel 8m on phase 18, 8m on 17, and so on
> until it travels it's final 8m on phase 9.
>
> A vehicle may maneuver (accelerate, decelerate, turn 45 degrees (60
> degrees if you want to use a hexmap)) after a number of phases equal
> to it's Handling.
>
> A driver/rigger may turn a vehicle sharper than 45(60) degrees with a
> successful Vehicle(Handling) test (modifiers set by the GM until I
> figure this out).
>
> If the driver/rigger accelerates/decelerates recalculate the
> vehicle's phase speed.
>
> Maneuvering requires a simple action for a normal character.
> Maneuvering is a free action for a rigged character.
>
> Weapon's fire is handled as per the rules.
>
> Comments?
>
Makes logical sense to me. (Sometimes the best solutions are the
simplest). By the way, anyone played Car Wars? That is a fun
vehicle combat system.
--
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Lehlan Decker 644-4534 Systems Development
decker@****.fsu.edu http://www.scri.fsu.edu/~decker
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Time is the best teacher. Unfortunately it kills all of its students.