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#1
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Moving Target ![]() ![]() Group: Members Posts: 616 Joined: 30-April 07 From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs. Member No.: 11,565 ![]() |
Hi y'all. I know this has been brough up before, but me and dumpshock search function are not friends. (Also, I'm not sure if a final answer was ever settled on, though I think I recall a Dev throwing us a few (IMG:style_emoticons/default/nuyen.gif) ).
When mod-ing vehicles, how does the math work? Are the "-10%" to statistics cumulative (for example)? (So smart tires and sidecar would drop your motorcycle by -40% accel and spd, as opposed to -20 & -20). What about costs, on modifications that are (for example) spd x accel x body? Do you use the base spd & accel, or do you recalculate after each mod? Thanks. |
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#2
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Per Arsenal, page 131, all percentages that modify Speed and/or Acceleration are calculated by the base speed of the vehicle. Smart tires and a side car drops a motorcycle's speed by a walloping 40%; might wanna consider a fully customized engine to cut that penalty to 20% of the original speed.
Only four mods, from what I can find in Arsenal, have a nuyen cost based on the speed and/or acceleration. Customized Engine (counting Speed & Acceleration as separate), Improved Economy, and Turbo Charger. For ease of math, just use the base speed stats of the vehicle, not the modified stats. |
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#3
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 ![]() |
Arsenal(2nd printing) p131. If yours doesn't have this, might wanna check the errata files.
Percentages: Some modifications raise or lower the acceleration and speed of vehicles by a specified percentage value. This percentage is always based on the vehicle's basic value. For example, a vehicle with a Speed value of 120 that recieves a speed increase of +20% has a new Speed value of 144. If, at a later time, it gets another modification that reduces Speed by 10%, this would result in a new Speed value of 132(144-12). While the devs suck a bit at showing their work, it fits. 10% of 120 is 12. 20% is double that. The base shifts up twice, then down one. 120+12+12-12=132. I think this means that with all the mods and accessories that affect speed(too much armor, sidecars, smart tires, maybe some others), its possibly to get a vehicle to have 0 speed. |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 616 Joined: 30-April 07 From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs. Member No.: 11,565 ![]() |
*face palm*
Right, Arsenal. Not dumpshock, not the Arsenal errata. Neh, can't win them all. |
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#5
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
I think this means that with all the mods and accessories that affect speed(too much armor, sidecars, smart tires, maybe some others), its possibly to get a vehicle to have 0 speed. I think a 80% speed penalty is the worst you can get, and that's only for motorcycles. AFAIK those are the only mods that negatively impact speed, including a model variant of said motorcycle (see Arsenal, page 107) and short of GM's discretion once you're overmodding a motorcycle.Though it would be interesting to see a go-gang try this; a Dodge Scoot with smart tires, a side car, and an armor rating of at least 5. Won't get more than 20mph with that (speed rating of 24); half that if it's a slower version of a Dodge Scoot. Might actually see a speed of 0 if a troll tried to use it without a metahuman size adjustment, at GM's discretion. |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 616 Joined: 30-April 07 From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs. Member No.: 11,565 ![]() |
While it's not official, the Structural Reinforcement modification (courtesy of Synner) goes up to R3 (for +3 body), and imposes a -10% speed penalty per rating point.
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