go0gleplex wrote:I'll have to digest that for a bit Kevin. *chuckle* But I think I agree in theory where you're going.
Okay, so while I'm on a roll, I'll take it one step farther.
All of the following is purely hypothetical, so don't get let any suspect numbers throw you off.
And I don't know anything yet about your 3dx system, so I'll make some assumptions.
For funsies, let's go one step "better" than a fixed die system (3dx), and assume an xd10 system. Vehicles get a number of maneuvering dice equal to xd10, where "x" can range from 1 to 5. These dice are rolled when attempting a maneuver at above the safe speed. For example, using the speeds from the post above, a sedan is traveling at 60 mph and wants to attempt a steep drift (safe speed 50mph). This necessitates a maneuvering test. All tests have a base 6+ target number, with one success is generally enough to pass a test. So if you're rolling one d10, you've got a 50% chance of successfully attempting the maneuver.
Modifiers to a control test might add to the number of successes that must be rolled in order to successfully make a maneuver. For example, for a steep drift, the speeds might be as follows:
I'll assume increments of 10 mph for units of movement...
50 mph or less = automatic pass
60 mph = one success required
70 to 80 mph = two successes required
90 to 110 mph = three successes required
120 to 150 mph = four successes required
160+ = automatic crash
So let's say our sedan has 3d10 for its maneuvering dice, is traveling at 70 mph, and wants to steep drift. That is 20 mph over the safe speed, which necessitates a maneuver test with two successes. The dice are rolled, with one success coming up, meaning the sedan has failed by one success.
Now let's look at the consequences...
I propose some sort of step reduction for control: for starters how about in control, partial control, shaky control, and lost control (skidding or spinning). I've shamelessly borrowed this from my racing game.
So from the above example, the sedan has lost one step of control, and is now in partial control. this has no effect other than being closer to a lost control status. And each maneuver attempted at above the safe speeds will necessitate a maneuver test, which puts a vehicle at risk.
this control can be regained to some degree at the end of each turn.
To further customize vehicle ability, the base target number 6+ could vary from vehicle to vehicle. So a cycle might have 4d10, with a target number of 5+. This would represent an extremely maneuverable vehicle.
These are just some initial thoughts.
Kevin