From: | David Buehrer <dbuehrer@******.CARL.ORG> |
---|---|
Subject: | Re: Vehicle Movement |
Date: | Tue, 16 Dec 1997 07:39:57 -0700 |
/
/ In a message dated 97-12-15 14:43:02 EST, you write:
/
/ > / Anything outside of a vehicle move normally and interact with the vehicle
/ > / normally
/ >
/ > Dragon (the critter) vs a rigger in any vehicle: tell me how to do
/ > this using the rules without a lot of guesswork.
/ >
/ First, figure out what vehicle a dragon/critter is roughly comparable to ..
/ this will determine the Vehicle Design Points.
/
/ Then determine how fast the dragon/critter is going ... divide by ten and
/ there is the Speed Points ....
/
/ Then determine the terrain category .. this gives you the Terrain Points ...
/
/ Then have the dragon (or critter) make a Reaction test ... as this will then
/ give the 'Driver's Points.'
/
/ Add them all up and this is the dragon/critter's Movement Factor ...
/
/ The only part of this whole thing that involves some guess work is deciding
/ which vehicle category a critter/dragon fits into ...
Okay, and now that you've gotten movement figured out, tell me how to
do combat between a vehicle and a dragon :)
My point is that it's way to convoluted for me. That's why I came up
with a simple integrated movement system that let's you use the
existing combat rules. If you like the rule's in R2, I got no
problem with that :) I'm trying to satisfy my needs and I'm looking
for feedback (let me know if it doesn't work... or if it does :)
Trying to convince me to use R2's rules won't work ;p
-David
--
"Creativity is allowing yourself to make mistakes.
Art is knowing which ones to keep."
--
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