QUOTE (reepneep @ Aug 21 2008, 03:40 PM)
1: This is my understanding of it. You can actually accelerate past the vehicle's speed rating but the GM is supposed to start adding major penalties to handling and anything else he thinks necessissary, like repeated crash checks. The speed rating seems to represent a vehicle's safe maximum, not it's absolute maximum.
That's true. Repeated crash checks sounds reasonable to me.
QUOTE (reepneep @ Aug 21 2008, 03:40 PM)
2: I'm not positive on the RAW, but my group has played it as walking speed is less than or equal to the vehicle's acceleration stat.
While I agree with the basic concept, I think using the acceleration rates as the cut off values are a bit low. Using the Eurocar as an example again, that means a Eurocar is considered to be walking at speed 20 or less, and running at 21+. Considering its top recommended speed of 240, that seems rather harsh.
Maybe I'll go with something such as half or less of the top recommended speed is walking, and anything higher is running. That might be a bit generous, but I want to keep it simple.
QUOTE (reepneep @ Aug 21 2008, 03:40 PM)
3: Anything over it's walking rate.
I assume you meant "running" rate.
QUOTE (reepneep @ Aug 21 2008, 03:40 PM)
4: I've never seen this addressed in any of the books so just use something like 2xAccel for a vehicle's deceleration value. It's simple, universally applicable and reasonably close to reality.
I was thinking something similar would work. I'll go with the 2 x acceleration for deceleration.
QUOTE (reepneep @ Aug 21 2008, 03:40 PM)
5: I would think that these penalties are covered under the 'Attacker in a Moving Vehicle' penalty, BBB 140, in the case of hand held weapons. Mounted weapons would use the walking/running penalties of -1/-2 IMO.
Good point about the Attacker in a Moving Vehicle. I forgot about that.