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Author Topic: Vehicles
Paragon
High-Powered Superhero
Posts: 96
Post Re: Vehicles
on: April 17, 2017, 11:10

You'd probably want to do the latter as some kind of an aura/field so you didn't have to take time out to actively use it every time.

Jeff
Administrator
Posts: 1115
Post Re: Vehicles
on: April 17, 2017, 11:25

^^^Clever! Yes, indeed.

-Jeff

P.S.: Though... come to think of it, an Ability Field shouldn't get to go off an infinite number of times, just because you're in motion. That could be extremely abusive.

Paragon
High-Powered Superhero
Posts: 96
Post Re: Vehicles
on: April 17, 2017, 19:39

No? Otherwise its not going to be much deterrent to a whole bunch of mooks attacking you, which is presumably part of the point. Is it normally much of an issue? After all, to attack anything but a immobile object, you still have to deal with whatever limitations the game places on multiattacking anyway. I can't see its going to break much to be able blow through wall after wall.

Majestic
Cosmic Superhero
Posts: 3134
Post Re: Vehicles
on: April 18, 2017, 16:15

Quote from Jeff on April 17, 2017, 11:25
^^^Clever! Yes, indeed.

-Jeff

P.S.: Though... come to think of it, an Ability Field shouldn't get to go off an infinite number of times, just because you're in motion. That could be extremely abusive.

Perhaps a modifier could be put in for Disintegration Field (and not the Ability Field), for only this purpose?

V&V GM and player since 1982 (my current campaign is 22 years old); also run West End Games d6 Star Wars monthly, as well as the occasional The One Ring and Marvel Heroic Roleplaying game

wistling
High-Powered Superhero
Posts: 52
Post Re: Vehicles
on: April 19, 2017, 19:48

I decided to go with Non-Corporealness through sand and earth since the tunnel collapses behind the vehicle. I also recalculated with my new understanding of integrated systems and tweaked some powers. Here is version 1.1 of the Lunar Crab.

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Edit: added Vaporous to the gas attack.

Alienist
Street-Level Hero
Posts: 20
Post Re: Vehicles
on: April 23, 2017, 17:59

Let's say I wanted to build a vehicle that had the ability to manipulate objects (research sub, mecha-octopus, what have you). How would I go about adding a pair or more of arms?

Jeff
Administrator
Posts: 1115
Post Re: Vehicles
on: April 24, 2017, 21:52

Hmm. I've always just specified a system space for a 'hand' or 'gripper', and a few more system spaces for the arms (to make them as long as is needed), and left it at that.

That will be added to the Vehicle rules.

-Jeff

wistling
High-Powered Superhero
Posts: 52
Post Re: Vehicles
on: May 1, 2017, 20:59

Elevators: I need some in my multi-level vehicle. Are they essentially free? I suppose I could design an elevator shaft as an open-system garage with 1/4 system space for a sub-vehicle with low-level Flight...

Jeff
Administrator
Posts: 1115
Post Re: Vehicles
on: May 6, 2017, 14:31

Free. I mean, apart from the system spaces needed to accommodate them.

And while we're at it, cup holders and glove compartments are also free 🙂

-Jeff

wistling
High-Powered Superhero
Posts: 52
Post Re: Vehicles
on: May 8, 2017, 06:42

Thanks Jeff. Here's my attempt at a large mobile vehicle base using 2.9.1. It took some time but since this is a much-loved centerpiece to my world it was well worth the extra effort to get it right. I will post some thoughts about the vehicle design process when I have more time. The subvehicles (escape pods and the ankh shuttle) still need stats but I'll work on those later.

SkyHaven Mark II

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