Re: Car Wars / Road Warrior
I think it's gonna be cleaner to have a list of maneuvers that players can choose from rather than assign them to the vehicles. Any vehicle can attempt any manuever, but it's going to be up to the skill of the driver and the maneuverability of the vehicle itself that is gonna determine success or not...as modified by by speed of course.
I definitely agree here.
If someone wants to try a bootlegger while driving a tractor-trailer, more power to 'em.
I'm thinking that for construction purposes/ design, a vehicle will have three body zones. The front, the middle, and the rear...each with a set number of equipment modules. The EMs will be used to buy hardpoints, engine size (to determine max. speed), driver/passenger compartment, and special equipment of course. This, I think, would give some pretty good flexibility in car layout.
Another way to do this (and which Dark Future does pretty well), is to have a number of vehicle types. Each vehicle type will its own set number of hard points. It's then up to the player to fill in the hard points with weapons/equipment, or leave them empty.
For example, a standard cycle might have one hard point on the rear, and one hard point on each forward side (or wing). A standard sedan might have one hard point on the rear, one hard point on each side at the mid-point, one hard point on each side at the front, and one hard point on the roof.
For "internal" equipment, such as heavy duty suspension, upgraded engine, etc., I'd make them more a function of units of space, with each vehicle type having a set amount of internal space available.
Kevin