Subject:
|
Re: Lego Car Wars, and Origins/GenCon
|
Newsgroups:
|
lugnet.gaming
|
Date:
|
Mon, 4 Mar 2002 17:56:11 GMT
|
Viewed:
|
9 times
|
| |
| |
In lugnet.fun.gaming, Steve Jackson writes:
> I've thought about Lego Car Wars, but my thoughts right now just run to "use
> Lego to build the vehicles and scenery, and then play." Which would be fun and
> get attention, but it's just using Lego instead of regular playing pieces . . .
> it doesn't draw on the mighty powers of the brick.
>
> Not that I'm averse to the idea; it just doesn't thrill me as much as the idea
> of making games that could only be done with Lego! The Lego-ness of a Lego Car
> Wars game would come only from building kewl vehicles and then pulling bits off
> them when they get shot.
I see it as a combination of Car Wars and Lego. The new car wars rules
do seem to have an elegant method of handling movement, IMHO. On the other
hand, the weapons rules and the performance should be based on the bricks
and not on a spreadsheet.
> Now, having said that - I was thinking of minifig scale. If we instead go with a
> smaller scale, so that building cars requires more abstraction, it might make
> things different. Or not. Hmm.
I like the idea of supporting different scales.
How's this as an idea for armor: Each stud-worth of brick is a chunk
of armor for the sides and top of the vehicle. If a weapon does X points of
damage, and the car hit has a brick on that side with X (or less) studs, the
brick is removed. If there's two bricks that add up to X (or less), both
bricks would be removed, and so forth. Damage would have to be scaled to
the weapon, of course. When a car loses a brick, you drop it on the ground
- instant debris.
Weapon accuracy could be based on how many studs long the barrel of the
weapon is, and damage based on how many studs wide the weapon is. If the
side of the car with a weapon is hit, roll a d6 with some basic chance of
hitting the weapon based on how wide the weapon is, with a bonus to the roll
if the person attacking was targetting the weapon (but if you were
targetting the weapon and the d6 roll doesn't hit the weapon, then it's a
total miss. Or it could be a penalty to the hit to target the weapon.)
Guns with one of those lego flame pieces are flamethrowers, and other
decorations could result in other effects. Mine droppers should involve
little 2x2 plates, with a compartment in the back of the car that the player
has to pull the plates out of and put behind them.
Engine stats should also be based upon Engine size. Maybe every so
many studs of volume of engine gives you so much accelleration, depending on
scale. (Scale, I think, should be based on width of average car.)
Tire damage could be tracked by applying red 1x1 round plates to the
little lego stud on the hub, with possibly diameter in damage to take out a
wheel.
Driver or gunner skill should be based on what helmets/hats they are
wearing, just for fun.
Just some ideas. Gotta go!
-john
|
|
Message is in Reply To:
| | Lego Car Wars, and Origins/GenCon
|
| I've thought about Lego Car Wars, but my thoughts right now just run to "use Lego to build the vehicles and scenery, and then play." Which would be fun and get attention, but it's just using Lego instead of regular playing pieces . . . it doesn't (...) (23 years ago, 2-Mar-02, to lugnet.gaming)
|
27 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|