IPB

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> Vehicle design for SR4 Arsenal, guess what....
Should SR4 Arsenal contain vehicle design
You cannot see the results of the poll until you have voted. Please login and cast your vote to see the results of this poll.
Total Votes: 102
Guests cannot vote 
maeel
post Aug 24 2005, 04:01 AM
Post #1


Moving Target
**

Group: Members
Posts: 239
Joined: 21-August 05
Member No.: 7,586



Well, many have already voiced the opinion that the lower power setting doesn't suit the gaming style they're used to. The lower power setting also includes vehicles, where the citymaster becomes the topic of your riggers wet dreams...
However the overall powersetting can be easily adjusted by giving players more BP to deal with.
With vehicles it is not that simple. I for myself found the vehicle design rules awesome, and they actually were the reason for me to try to play a rigger, which i still do and enjoy.

Unfortunately i have to admit that riggers have not one of the vehicles in their arsenal that can be found in the books, simply because those just fit for the needs of your Runner/Smuggler/Merc or pirate and that is an understatement.
People especially RPG players and among these especially shadowrun players want to be creative. There is no better feeling than finally bringing that new weapon, cyberdeck, drone or whatever into play and see how it performs.

The plastic warriors and other resources on the internet even on dumpshock are a good example how creative people can be, and how much fun it is for them.

Our beloved developers should know and understand the satisfaction of creating something new......

So i employ you, unless you want shadowrun to become a game of technomancers, mages and adepts only, please reconsider your decision.

Everybody feel free to post his or her thoughts.....
Go to the top of the page
 
+Quote Post
Bandwidthoracle
post Aug 24 2005, 04:13 AM
Post #2


Moving Target
**

Group: Members
Posts: 338
Joined: 17-September 04
From: Pueblo Sector of Denver
Member No.: 6,672



Honestly, I'd really have to see more of the game to say if we need this, are we meaning riggers built their own, or rules for GM's to make their own?
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 04:15 AM
Post #3


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



There's always the SR3 method, in which it allows players to design their own vehicles but is explicit that it is outside of the means of characters to build their own.

~J
Go to the top of the page
 
+Quote Post
apple
post Aug 24 2005, 06:02 AM
Post #4


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



Exactly this is the problem: players and gamemasters do not need rules to design vehicles.
- Real vehicles can be converted on the fly, just the handling (and the new name) must be decided (yes, and some other values, but in many cases, range is not that important).
- Exotic vehicles are a problem, if no template exists or if they go into extreme levels, because the design rules are, like every other design system (even the character design system) problematic, when it comes to extreme values.
- Variants? Just use an existing vehicle and talk with your GM about changing some values.

Some for guns. Give us a very large list of usable and well-designed vehicles in the arsenal, give us some good customization rules and I will be very glad.

SYL
Go to the top of the page
 
+Quote Post
maeel
post Aug 24 2005, 12:53 PM
Post #5


Moving Target
**

Group: Members
Posts: 239
Joined: 21-August 05
Member No.: 7,586



The problem i see is that we will not see freight submarines, freighters and alike, which you need if you wanna play a pirate campaign.

It is, of course, out of the question that a character designs and builds his own vehicle. But if you take the Rigger3 for example, most of the vehicles in there are, and i apologize for my rude tone, fuck-ups.

Our gaming group has agreed that if a player designs a weapon, vehicle or spell that he can choose wether his creation is something available to the world, meaning that at some point npcs will use it against us, or only the character can have it, which makes the item extremely expensive, with weapons costing several hundred-thousand and vehicles being unpayable.

So most of my creations are actually vehicles that have entered mass production.
And since the devs. havn't shown much talent in designing vehicles (sorry for my honesty :P ) , i think it would be better, if they include more than just customization rules. The design rules took up about 20 pages in the book, that's not much to do for the players freedom.....

Converting SR3 vehicles might be an option, and should they offer a conversion guide, i'd be happy about it, allthough this might be problematic, since many attributes have been changed.
Go to the top of the page
 
+Quote Post
the_dunner
post Aug 24 2005, 01:17 PM
Post #6


Shooting Target
****

Group: Retired Admins
Posts: 1,784
Joined: 28-July 04
From: Cleveland, OH
Member No.: 6,522



QUOTE (maeel)
The design rules took up about 20 pages in the book, that's not much to do for the players freedom.....

Vehicle design rules are just about the most difficult things to write for any game system. If they are to bear any semblance of reality, then you'll need to have a couple of R.L. engineers on the design team. Otherwise, you'll soon find yourself violating the laws of physics in countless ways.

Once you've found your engineers who, somehow, not only have time that they're willing to work for a game designers paycheck, but can also write in a sufficiently non-technical manner that the writing style appeals to gamers, you then need to get them to accept the *changes* to real world physics that your science fiction setting allows. (e.g. Optical computing in Shadowrun)

Then, once you get your team together (It'll need to be a team. Even if you manage to find one engineer who has the time and the willingness to "speak geek" he won't know both automotive and aeronautic engineering), they have to agree on everything. Then, they'll have to come to understand how the relevant game system models reality. Then, they'll have to come up with a way to translate what they know into the game engine.

Then, they'll have to be willing to re-write everything after playtesters min-max the hell out of it and completely break the model. Repeatedly.

There aren't many people who are capable of designing a system like this. This is an enormous task, especially for only 20 pages of a book. Honestly, it's probably better to just let players free-form design things, and let the GM choose to approve them.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 02:39 PM
Post #7


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



It may be the only practical solution, but the "free-form the design" option is a bad solution. It defeats part of the purpose of buying a game in the first place.

~J
Go to the top of the page
 
+Quote Post
nezumi
post Aug 24 2005, 02:45 PM
Post #8


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,546
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



I think the poll is a bit biased, but...

I don't think we need the ability to design and built vehicles. It takes up a ton of space and its really confusing. I've only used it once, and that was as a GM.

We DO need rules to customize vehicles. That's different, and keeping it sane (like just prices instead of design points with no idnication of the conversion costs) would be nice.

Design *guidelines* for GMs wouldn't be bad, but since it's the GM, simplicity is preferred. There's no reason to make a huge calculation of it.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 03:20 PM
Post #9


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Do you play Riggers or other vehicle-oriented characters?

I've used those rules dozens of times thus far, and I expect that number to only increase. The spell design rules, meanwhile, are so much wasted space for me (and, some might be surprised to hear, the deck-building rules—I am a lamer and buy pre-made), but I'd rather they exist than "just free-form it" be the suggestion.

~J
Go to the top of the page
 
+Quote Post
Bandwidthoracle
post Aug 24 2005, 03:23 PM
Post #10


Moving Target
**

Group: Members
Posts: 338
Joined: 17-September 04
From: Pueblo Sector of Denver
Member No.: 6,672



QUOTE (Kagetenshi)
Do you play Riggers or other vehicle-oriented characters?

I've used those rules dozens of times thus far, and I expect that number to only increase. The spell design rules, meanwhile, are so much wasted space for me (and, some might be surprised to hear, the deck-building rules--I am a lamer and buy pre-made), but I'd rather they exist than "just free-form it" be the suggestion.

~J

Well we've had two spells and countless decks designed in our group. Due to the cost (Or risk of hijacking a nano-factory) no one has attempted to make a vehicle from scratch.
Go to the top of the page
 
+Quote Post
blakkie
post Aug 24 2005, 03:27 PM
Post #11


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



The poll is extremely biased. :P So much so that i'm not going to even vote in it.

Instead i'm going to write in my own answer in long form.

A wide selection of stock vehicles, at least a basic one of each appropriate size for each vehicle catagory. Then a wide selection of aftermarket items that a mechanic can apply to the vehicles.

For example 4 or so optional levels of performance/economy ignition control modules that you can use to replace the stock one to increase vehicle acceleration/speed but using more fuel, or use less fuel but lower acceleration/speed. There is a fixed cost for each of the modules, and you can just go buy one like you were buying a lamp for your house. It would have a Threshhold associated for the B/R test for installing it. You install each piece at a time, or i guess if you were adding a bunch of things to the vehicle at once you could total up all the Threshholds and do it that way. That makes it more risky that you have a Glitch or Critical Glitch on the whole project, so you'd have to handle that somehow.

The goal would be to have something approaching the R3 rules flexibility, but in about 1/5 the pages. EDIT: And something that doesn't scream out for a custom computer program or large moderately complex spreadsheet to try track all the variables involved.
Go to the top of the page
 
+Quote Post
Darkness
post Aug 24 2005, 03:51 PM
Post #12


Moving Target
**

Group: Members
Posts: 297
Joined: 26-February 02
Member No.: 248



Mmh. That strongly reminds me of the rules in ye olde Rigger Black Book waaaay back in SR1. And i remember that someone posted *somewhere here* that Rob Doyle himself had stated, that such a system similar to what you described here, was to be used for advanced customizations and such.
Is there any confirmation for this?
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 03:56 PM
Post #13


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (Bandwidthoracle @ Aug 24 2005, 10:23 AM)
Well we've had two spells and countless decks designed in our group. Due to the cost (Or risk of hijacking a nano-factory) no one has attempted to make a vehicle from scratch.

Please tell me I read that wrong and that you aren't trying to claim that the rules are for characters to build vehicles from scratch.

~J
Go to the top of the page
 
+Quote Post
blakkie
post Aug 24 2005, 04:08 PM
Post #14


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Kagetenshi @ Aug 24 2005, 09:56 AM)
QUOTE (Bandwidthoracle @ Aug 24 2005, 10:23 AM)
Well we've had two spells and countless decks designed in our group. Due to the cost (Or risk of hijacking a nano-factory) no one has attempted to make a vehicle from scratch.

Please tell me I read that wrong and that you aren't trying to claim that the rules are for characters to build vehicles from scratch.

~J

Parts of those rules read as something a character would either special order or pick as a predesigned vehicle out of a catalog. However the way i read it was that most of the options are available as post-manufacturing modifications, with the ones that aren't specifically indicated (can't name any examples off the top of my head though).

I think that is an issue with the R3 rules. They are trying to cover off both those options, to different extents. The result is confusion about what the rules are trying to accomplish.

EDIT: In some ways the rules also give the impression that a PC might be able to assemble these vehicles in a kit form, customizing as they go. The quality cost factors and a few other things kinda give that impression. But i don't remember it ever it explicitly stating that, so once again purpose is vague.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 04:17 PM
Post #15


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Rigger 3, page 102, first page of Vehicle Design:
QUOTE
The intent of these design rules is to assign attributes and ratings to mass-produced vehicles, both large and small. Produced in mass quantities by large automotive, aerospace, and other heavy industrial companies, these kinds of vehicles are by far the most common encountered worldwide. They are NOT intended to be used as guidelines for allowing individual characters (either player characters or NPCs) to design or build vehicles from scratch.


Perhaps one of the least-vague sections of the rules I've seen, and yet people still fuck it up.

~J
Go to the top of the page
 
+Quote Post
Cynic project
post Aug 24 2005, 04:20 PM
Post #16


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



QUOTE (maeel)
The problem i see is that we will not see freight submarines, freighters and alike, which you need if you wanna play a pirate campaign.


Um you can tottally be pirate out of a glorrfied speed boat, an old freighter, hell something tht look like a yatch. The boat you use doesn't really matter in if you can or can't be a pirate. It just changes what type of pirating you are going to be doing and the scale.

If you have a small boat you go for high pay for valume if you have a large boat you can go for more targets. Subs aren't any harder to be stopped than sufrace boats. At least the sun any runner should be getting their hands on.
Go to the top of the page
 
+Quote Post
apple
post Aug 24 2005, 04:27 PM
Post #17


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



QUOTE (maeel @ Aug 24 2005, 07:53 AM)
The problem i see is that we will not see freight submarines, freighters and alike, which you need if you wanna play a pirate campaign.

Do you really need values which you have to design in a complex process or do you just need descriptions for them and some reallife relations (like price ranges or monthly maintenance costs etc)? Why would a player need to design a freighter? Couldnīt he just say "Freighter, the name is "Marco Polo", 10 Man, autonav/pilot 4, 3000 BRTs" while the GM estimates the price? etc?

SYL
Go to the top of the page
 
+Quote Post
mintcar
post Aug 24 2005, 04:32 PM
Post #18


Karma Police
***

Group: Dumpshocked
Posts: 1,358
Joined: 22-July 04
From: Gothenburg, SE
Member No.: 6,505



I donīt care about vehicle design rules. Riggers are cool. Lets have lots of customization options instead.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 04:32 PM
Post #19


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Because once you start making things up on a grand scale like that you may as well have saved your money on the game in the first place.

~J
Go to the top of the page
 
+Quote Post
apple
post Aug 24 2005, 04:35 PM
Post #20


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



QUOTE (mintcar)
Lets have lots of customization options instead.

Yes!

SYL
Go to the top of the page
 
+Quote Post
Blacken
post Aug 24 2005, 04:52 PM
Post #21


Moving Target
**

Group: Members
Posts: 133
Joined: 10-August 05
Member No.: 7,548



If the rules aren't written in, I'm going to convert SR2's rules to SR4 (they're better than SR3's) for my and my MUD's own use.
Go to the top of the page
 
+Quote Post
blakkie
post Aug 24 2005, 05:01 PM
Post #22


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Kagetenshi)
Rigger 3, page 102, first page of Vehicle Design:
QUOTE
The intent of these design rules is to assign attributes and ratings to mass-produced vehicles, both large and small. Produced in mass quantities by large automotive, aerospace, and other heavy industrial companies, these kinds of vehicles are by far the most common encountered worldwide. They are NOT intended to be used as guidelines for allowing individual characters (either player characters or NPCs) to design or build vehicles from scratch.


Perhaps one of the least-vague sections of the rules I've seen, and yet people still fuck it up.

~J

.... and yet only some items are expressly confined to manufactering phase, and rules for non-manufactering additions, strongly suggests other intents. Some mods not stated or statted as limited to manufacturers are so extensive that you basically are stripping down to the frame.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 24 2005, 05:03 PM
Post #23


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Items added in customization are expressly allowed to be done by characters. There's no vagueness there either.

~J
Go to the top of the page
 
+Quote Post
blakkie
post Aug 24 2005, 05:07 PM
Post #24


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Cynic project @ Aug 24 2005, 10:20 AM)
QUOTE (maeel @ Aug 24 2005, 07:53 AM)
The problem i see is that we will not see freight submarines, freighters and alike, which you need if you wanna play a pirate campaign.


Um you can tottally be pirate out of a glorrfied speed boat, an old freighter, hell something tht look like a yatch. The boat you use doesn't really matter in if you can or can't be a pirate. It just changes what type of pirating you are going to be doing and the scale.

If you have a small boat you go for high pay for valume if you have a large boat you can go for more targets. Subs aren't any harder to be stopped than sufrace boats. At least the sun any runner should be getting their hands on.

But are you going to limit yourself to smallish craft for boarding and such? At least a couple for guidelines to extrapolate from.

But no special rules for "Naval" armor, body, and weapons. The new condition monitor rules seem like just using a large body & armor for the boat and a large DV and AP for the weapon should be sufficent.
Go to the top of the page
 
+Quote Post
nezumi
post Aug 24 2005, 05:10 PM
Post #25


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,546
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



QUOTE (Kagetenshi)
Do you play Riggers or other vehicle-oriented characters?

No, I GM. But I currently have two riggers in my group, have run as a rigger twice, and never have seen a player use them. As a GM, I don't feel the calculations need to be quite as precise as listed, and more of the options should simply be 'customized add-ons' with a price for parts and time for labor.

Design rules as they are are just too complex. I'd prefer a 5-page section on 'vehicle design' and 15 pages on vehicle customization, perhaps mentioning a discount when the customizations are added onto the design over the current system.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 26th April 2024 - 02:17 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.