RE: [DS] Points system
From: Ryan M Gill <rmgill@m...>
Date: Wed, 3 Apr 2002 18:37:56 -0500
Subject: RE: [DS] Points system
At 2:59 PM -0800 4/3/02, Brian Bilderback wrote:
>
>Go back to my first post, you'll see that I did note that cargo
>carrying was the one area in which weight/capacity would still
>matter (OK, and bridges). THAT capacity should reflect both volume
>and mass, especially mass.
Granted. I've just wrestled with it when trying to figure out how
much an NAC Assault ship could carry.
>
>Yes, it should, you are correct. But if the new engine increases
>the power enough to increase the speed, the desired effect is
>reached. That engine should thus cost more. But if we merely
>eliminate the middle man and calxulate how much the POINTS cost
>should be for a vehicle of given armor to go a given speed, we have
>all the information we need _*in game terms*_.
Granted. I'm just wanting to put the cost at the end and include the
weight calculation in there as well.
>
>No. Dollars etc. reflect how much it costs IN REAL LIFE. Points
>reflects it's effectiveness in game play. Totally separate issues.
But easily extrapolated. You could include a tech/economy factor for
each race/nation. x.8 for NAC, x1.2 for ESU, x1 for NSL, x2 for IF,
etc.
>
>>But you're still tied to all tracked vehicles go slow or fast.
>
>No, you're not. If the point systems factors vehicle speed into the
>points equation, you can design a vehicle of any armor/firepower,
>capable of any speed, and be able to calculate how many points such
>a vehicle should cost. A simplistic example:
>
>Say the armor and weaponry for a given vehicle(called AW for the
>example) cost 20 points in our imaginary system. If you do
>somehting as simple as multiplying this number by it's speed, you
>get:
>
>A vehicle of X AW with a speed of 1 would cost 20 points.
>A vehicle of X AW with a speed of 2 would cost 40 points.
>A vehicle of X AW with a speed of 3 would cost 60 points.
>
>Granted, this is an example and is not my proposal for the exact
>points method (Though it is on the right track). But it shows my
>point.
Ahh, but this deviates significantly from the old system. I'm trying
to make a slight change without really making a new system that bears
a resemblance to the system used to make Mechs in Battletech.
>Agreed, But if you reflect that heavier engine by making it cost
>more points, you don't need to actually calculate how much heavier.
>In game terms, for a given vehicle to have a given armor/speed
>combo, you can describe it as heavier armor and a more powerful
>engine. You can describe it as quantum-aligned hyperceramic armor,
>infused with magical essence and blessed by all the gods of the 17
>realms. As long as said vehicle costs the same amount of points no
>matter which description applies, I'm happy.
Yeah, but that blessing has to cost extra.
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