Re: mobility in DS2
From: Noel Weer <nsweer@i...>
Date: Sat, 06 Jan 2001 07:37:16 -0600
Subject: Re: mobility in DS2
I was considering this, and what if you had to buy movement rates as a
vehicle cost.
For instance, what if slow tracked cost 1 point for each 1" of movement,
fast track would cost 2 or 3 points for each 1", etc.?
You could end up with a standard set of tracked movement restrictions,
but end up with a much wider variety of movement rates - costed in such
a way that expand variability in play.
Mob. Type pt./inch base 10" cost
---------- -------- -------------
Slow Tracked 1 10
Low-Mob wheels 2 20
fast tracked 3 30
hi-mob. wheels 4 40
slow GEV 5 50
fast GEV 6 60
GRAV 7 70
If the system maintained a class size attribute, you could multiply it
against the computed movement cost... Assuming that it would take more
for a class 5 BMF of 10" than a class 1 with the same.
Any thoughts? It seems straight forward... Is this too simple? To hard
to manage?
Barclay, Tom wrote:
> Hi Mike E!
>
> You suggested a medium tracked mobility class. I'm hoping DS3 will do
away
> with these "breakpoints". I'd like to see a system where you have
Tracked
> mobility, and all tracked vehicles suffer the same penalties moving
through
> terrain types. Some sort of power/weight or some other method should
> determine the number of inches you move. Thus a Panther and a Sherman
might
> both be tracked mobility (as might an M1A1) and the difference would
be
> Panther moves 8", Sherman moves 6", and M1A1 moves 12" or something
like
> that. That way you don't have artificial breakpoints and classes that
limit
> the granularity in such a pronounced manner.
>
> Tomb.
>
> ------------------------------------------
> Thomas R. S. Barclay
> Voice: (613) 722-3232 ext 349
> e-mail: tomb@bitheads.com
>
> 2001: To the New Millenium! The next thousand years
> are MINE.
> ------------------------------------------
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