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RE: [FT-ish] Axels and Alloys

From: "Diamond, Ndege" <Ndege_Diamond@c...>
Date: Fri, 30 Nov 2001 12:08:36 -0800
Subject: RE: [FT-ish] Axels and Alloys



-----Original Message-----
From: johncrim@voicenet.com [mailto:johncrim@voicenet.com]
Sent: Monday, November 26, 2001 6:34 AM
To: gzg-l@csua.berkeley.edu
Subject: [FT-ish] Axels and Alloys

Thanks to the link that someone posted a few days ago, I've been
spending a
lot of time at
Owen Cooper's "Axels and Alloys" page.	In fact, I had my wife pick up a
few
matchbox cars
for me the other day, so I can start doing some conversions of my own.

( http://www.owencooper.com/axlesalloys/ is the page, for those who may
have
missed it.)

The rules that he uses are a modified version of Full Thrust, which
strikes
me as a fine
idea indeed.  I've got a few small changes in mind (using P-Torp rules
to
represent
rockets launchers, for example), but I'm not entirely satisfied with how
he
handles
maneuvering.  It's a little *too* simple for my tastes.  Any thoughts on
how
best to use
the FT rules to represent a speeding automobile, particularly a speeding
automobile with a
chance of flipping over if it makes too sharp a turn at too high a
speed?

---------------------------------------------

I had a problem with the maneuvering system too, but no time in my
schedule
to work out an alternative system. It's too bad, the system could be a
nice
simple alternative to Car Wars (which I hear is going to a Matchbox
scale in
the next edition). I thought of using a limited form of vector movement
to
represent skids and power slides but I couldn't think of a system to
represent driver control. Perhaps some sort of FMA style system with 
driver
quality vs. maneuver toughness?

The DP9 HG and GZG vehicle bits kits are also a good source for
detailing


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