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Vehicle constructin idea...
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<blockquote data-quote="BlackJaw" data-source="post: 1445840" data-attributes="member: 888"><p>Ok, with either system you can make an engine for a vehicle. Key there is make an engine.</p><p></p><p>The idea is that you make vehicles custom (once a set of stats are made you could use them over and over again mind you). Your not stuck with a set of static figures for "this is a fighter" etc.</p><p></p><p>So to that end you make engines from scratch so you could make them how ever you want... two otherwise identicle vehilces could have completly seperate engines (and thus completly seperate stats as far as speed, manuvering, hovering/min speed... etc)</p><p></p><p>However, if your asking if the engines can be modified once built... as in the players in the middle of an adventure want to change their vehicle so its faster instead of manuverable/etc... well I hadn't considered that. (I guess that's what you gem system would do... swap gems around and your vehicle goes from being fast to manuverable/etc in as fast as it takes to swap them)</p><p></p><p>It would be possible I suppose. If I build the class system (I've decided to use a class/level like system instead of a component system) so that "engines/etc" is class, and each level lets you pick an enhancement to one of 3-4 flight properiteis (speed, manuvering, min-speed or hovering, etc) I supose with some tweaking it would be possible to make that work for changes on the fly in a setting that supported it. Is that what your asking about? </p><p></p><p>I'm not clear on what you mean by modify the engines...</p><p></p><p>1) Make up your own isntead of using just a handful of basic ones.</p><p>2) make changes on the fly</p><p>3) take you vehicle into "the shop" and have the engines tweaked or changed.</p><p></p><p>I'll go head and answer all 3:</p><p>1) Yup, that's the point. make your own vehicles because just using stock ships sucks, especialy if they don't fit your setting. this way you get to make ships that meet your needs, or even let your players make ships the way they want.</p><p>2) I dunno about on the fly tweaks... it might be a lot of work to try and do (and redo) in the middle of combat... sort of like all of a sudden saying "I'm taking a standard action to turn all my monk levels into paladin levels!" I'll work on it as an idea.</p><p>3) Yes, it would be possible to change parts out using the same system for making new vehicles (it would just be some notes in the system for pricing it that way)... but it would take a bit of time (like converting levels of ex-paladin to black guard) and thus not something to be done in combat.</p><p></p><p>That help?</p><p></p><p>PS: do you have a better name then class and level for ranks of vehicle sub-functions?</p><p>Example: 12 hd vehicle might be Engine 5, Weapon 2, Armor 2, Support 3. Those arn't classes, (although it is similar) so what do we call those? Similarly would those be levels in those "Classes?" I think they should be called ranks or something like that...</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1445840, member: 888"] Ok, with either system you can make an engine for a vehicle. Key there is make an engine. The idea is that you make vehicles custom (once a set of stats are made you could use them over and over again mind you). Your not stuck with a set of static figures for "this is a fighter" etc. So to that end you make engines from scratch so you could make them how ever you want... two otherwise identicle vehilces could have completly seperate engines (and thus completly seperate stats as far as speed, manuvering, hovering/min speed... etc) However, if your asking if the engines can be modified once built... as in the players in the middle of an adventure want to change their vehicle so its faster instead of manuverable/etc... well I hadn't considered that. (I guess that's what you gem system would do... swap gems around and your vehicle goes from being fast to manuverable/etc in as fast as it takes to swap them) It would be possible I suppose. If I build the class system (I've decided to use a class/level like system instead of a component system) so that "engines/etc" is class, and each level lets you pick an enhancement to one of 3-4 flight properiteis (speed, manuvering, min-speed or hovering, etc) I supose with some tweaking it would be possible to make that work for changes on the fly in a setting that supported it. Is that what your asking about? I'm not clear on what you mean by modify the engines... 1) Make up your own isntead of using just a handful of basic ones. 2) make changes on the fly 3) take you vehicle into "the shop" and have the engines tweaked or changed. I'll go head and answer all 3: 1) Yup, that's the point. make your own vehicles because just using stock ships sucks, especialy if they don't fit your setting. this way you get to make ships that meet your needs, or even let your players make ships the way they want. 2) I dunno about on the fly tweaks... it might be a lot of work to try and do (and redo) in the middle of combat... sort of like all of a sudden saying "I'm taking a standard action to turn all my monk levels into paladin levels!" I'll work on it as an idea. 3) Yes, it would be possible to change parts out using the same system for making new vehicles (it would just be some notes in the system for pricing it that way)... but it would take a bit of time (like converting levels of ex-paladin to black guard) and thus not something to be done in combat. That help? PS: do you have a better name then class and level for ranks of vehicle sub-functions? Example: 12 hd vehicle might be Engine 5, Weapon 2, Armor 2, Support 3. Those arn't classes, (although it is similar) so what do we call those? Similarly would those be levels in those "Classes?" I think they should be called ranks or something like that... [/QUOTE]
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