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Old 21st October 2002, 12:22 AM   #4 (permalink)
Wyvern
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Wyvern Goblin Sharpshooter (Lvl 2)
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Originally posted by barsoomcore
Maybe it should be a Feat rather than a Stunt? "Extreme Piloting" or "Redline Junkie" or something?
Well, in my first draft of the character creation chapter I included a Speed Demon feat which I'd "borrowed" from the Pulp Heroes mini-game. However, since all these other fancy maneuvers are being treated as stunts, I thought it best if "pushing it to the limit" was treated as a stunt also, for consistency's sake. Why do you think it *should* be a feat?

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While we're on the subject, why shouldn't you make collision checks when moving between squares occupied by the same object? I'm changing that so that you do.?
So how often does a pilot have to make collision checks? Every time they move from one square to another, or once per round?

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Fixed. Colliding with the ground is simply that -- colliding with the ground. No special rule is needed.
Good idea.

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I don't think we should attempt to model that. It gets very complicated and I don't see that it will provide much playability. We allow characters to start and stop on a dime (ever tried to stop suddenly when running full tilt?) so why not vessels??
Well, you have a point about running characters, but I'm not sure I agree that acceleration is more trouble than its worth for vessels. I'll have to think about that and see if I can come up with a simple set of rules for it. If nothing else, it could be included as an optional rule.

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That's correct. It is the length of the approach, not the length of the runway, that matters. The trick is to reduce your speed as much as possible, prepare your approach, so that on touchdown all you have to do is brake. I don't see that hurtling down the runway after touchdown makes the touchdown itself easier.
I see your point.

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I don't consider hovering vessels a special case. A hovering vessel can gain a landing bonus by maintaining its position above the landing pad (moving at its Minimum Speed of zero) for three rounds and gain a +6 bonus, which I think adequately represents the easier landing made by making small, careful adjustments and descending slowly.
Good point.

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Thanks, covered now. Objects can be secured, prompting a Use Rope check.
Great idea.

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It might be best to include in an environment's description (or an environment TYPE'S description) which Stunts and conditions are possible or impossible. So we could have an environment type called "zero-gravity" which does not allow for the plummeting condition, does not include Altitude, nor the Hard Climb or Dive Attack Stunts. We might want to apply modifiers to some of these things depending on the environment (for example, reduced gravity reduces damage from collisions with the ground).
I'll think about that and see what I can come up with next time I revise the environment chapter. As far as collision damage goes, it's momentum that matters, not gravitational conditions. (Of course, that means that a vessel's speed should affect collision damage, but that's probably more trouble than it's worth.)

Wyvern
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