First thanks for the comments. I will take on board and see if I can correct. They point out many valid faults and ommissions the first and most obvious is that I forgot to describe car armour :oops:
I am giving my reasoning below and not being defensive
Basic Impression:
Seems fiddly, but I haven't played so I can't really make that assessment. I know that there seem to be a lot of situations where I am going to be expected to multiply on the fly and re-roll, etc. Again, that's an initial impression and I will probably change my mind after playing.
I kept it to 2-5 times table. I thought this would be simple enough. Because cars will have handling around 6 or 7 then you should not be doing all that higher math. at 70MPH or less you either multiply by 1 or 2. (3 if you have lost a wheel). I am not convinced it will be that hard.
Speed:
What difference does it make what the car length is? I understand that you're trying for "universal" but the de facto standard for toy cars is matchbox scale, so make that the standrard so I don't have to multiply 5 by 1.5 every time I want to go 50mph. Plus, the matchbox scale isn't even correct from car to car in the line so you're trying to build a coherent system out of a random scale.
Car length was the unit origionally discussed earlier in the thread for scaling. I used it because i thought it a good idea. Could easily be changed
Accel and Braking:
um, braking table? 10-20, 20-30, 20-50?
:oops: will fix
How about Handling Loss is MV/2 round up?
i.e.
10-20: 1
30-40: 2
50-60: 3
etc
will use
I do not understand what the speed table is used for unless it's a max accel rate then I do understand and would expect that to be part of car construction, rather than based off the size of the engine. i.e. if I want a car with a top speed of 200 and an accel of 1, I should be able to choose it. If I want a car that has a top speed of 80 and an accell of 6 I should be able to pick that. And, as has been said, let the engineers and physicists do their job and build it.
I was working on a mad-max ganger type game. I wanted to start with something that gave the right feel. cars accellerate a lot more at low speeds than high. A Porche does 0-60 a lot quicker than it does 60-100. I gave a set of basic engine/gearboxess and their performance. This seemed the most appropriate approach.
Maneuvers:
there's no difference between drift and align is there?
Align can only be done at the end of a car's turn to help with aiming. Drift is an in turn maneouvre
Driver skill is a neat idea.
I like it too 8)
I don't like the tables for out of control, bt I can't think of a better way to do it.
I know what you mean it was KISS
I could care less about pedestrians. they are crunchy targets. Riding on the running boards is idiotic, and should have a higher penalty.
Agreed but it may be important in a game so they needed rules
Shooting:
Too complicated, at first glance. I'd hate to have to go through a table of modifiers every time I take a shot at someone. That's so 80s
Less modifiers and lower shooting skill... got it
Penetration:
What kind of armor is there going to be is the weapons all have PEN modifiers (+5 pen? wow that's a lot)< Armor: No Pen
= Armor: part. pen
> armor: pen
2x Armor: catastrophicThat table is just plain icky
Armour... going for the mad max genre feel with welded on plates and grilles I was going to have a standard car have 3D3 armour on each side. 1D6+5 is a very likely penetrate and could be serious.
catastrophc is armour +3 not 2X
The table should be in genre tho' for the mad max gangwar type game. It would not suit a polished carwars type of game at all.
Ramming: ok
Weapons:
Wow, um, why can't I just choose my range, choose my rof/pen and then add specials?what the heck is load?
Again I was going for real world weapons and sticking with the mad max genre. A shotgun is a shotgun.
Load is the number of turns you must miss loading. Mainly for crossbows
Gangers:
Whay can't I just pick a number?
People are not like that spaceships are
Gang design and car design:
This is really nice. simple and easy to use. but where's the square root?
Nailed to my wall
Conclusion:
obviously a rough draft and needs extensive playtesting to ensure the concepts are going to translate. I don't think I can play based on the rules I see, but I will try.
Agreed I will get some more work done tonight.
Hopefully this weekenfd will offer me the opportunity... I may have some extra time. (yay)
Don't take this wrong: I will play test it and I see the need for a car combat game as good as starmada.
I did not take it wrong.... I will try and get a better draft up before i go to bed 23:00 UK time