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Re: Mods to the Mobility Factor

From: "Brian Bilderback" <bbilderback@h...>
Date: Thu, 11 Apr 2002 14:35:45 -0700
Subject: Re: Mods to the Mobility Factor

>From: Ryan M Gill <rmgill@mindspring.com>

>I feel from the basic method of choosing motive speed for a given
>system could be modified slightly and allow for better detail and
>sophistication.
>
>Take the existing standard where a vehicle of one armor value has an
>assumed standard speed for a standard engine. If you want to make it
>faster, you can allocate a few more capacity points for engine or a
>few less to engine and get a corresponding increase or decrease in
>speed. Say 1 pt of capacity gives you 2" added movement.

Not sure about the exact correspondence of capacity-to-BMF (It should be

scaled based on the vehicle, say 1 capacity * Vehicle class per 2", but
this 
is ALSO a viable stopgap method for the current system.

>The two mechanisms generally simulate RL mechanisms and are simple
>enough that they don't obfuscate things much. Additionally, they
>could be added in as an 'optional rule' in the design system.

Agreed, And I do think both capacity requirement stats AND cost-based
stats 
should be flavor options, since they are both dependent on the Real Life

historical OR the fictional setting of the campaign.

3B^2

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