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Subject: 
Re: BrikWars RV question (not from Gino this time...)
Newsgroups: 
lugnet.gaming
Date: 
Sat, 2 Sep 2000 16:09:07 GMT
Viewed: 
3370 times
  
In lugnet.fun.gaming, Mike Rayhawk writes:
> In lugnet.fun.gaming, Adrian Drake writes:
> > Okay, I'm costing a mech that's woefully underpowered for all the
> > gizmos that I want to give him, so I have to buy a High Torque option
> > (or two) for the poor guy. I'm assuming that standard vehicle upgrades
> > work on mecha as well, right?
> 
> If you're building it as a standard vehicle, sure.  If you're using the RV
> rules to build it, then I don't know how well the math will hold up.  The
> Vehicle Perfomance Modification rules were designed to let players modify
> standard vehicles without having to switch over to RV rules, they weren't
> really designed to be used in conjunction with the RV rules.  But, I don't see
> why you couldn't, as long as you're careful about it.  If you end up with
> really strange numbers, or if the other players get ticked off, then you
> should probably try something else.

The main issue is that this mech is armed with a fairly large number of small
(relative to it) MKII missiles, which chew up enormous emounts of -CMP".  It
seems incongruous to have 4 MKII missiles have as much -CMP" as a MKV laser,
which is a heckuva lot bigger.   So maybe it's less a problem with me trying to
load craploads of stuff onto this mech (which it really needs *smirk*) and more
to do with the CMP penalty on missiles being a little too stiff.  Anybody else
have a comment on that?

> If you're using VPMs to exceed normal stat limits under the RV rules, then
> just to be fair you should pay for them with VP Disimprovements rather than
> with CPs.  It would be reasonable to offset High Torque with Decreased Top
> Speed or Decreased Handling, for instance.

I guess I could do that.  A great big powerful heavy mech probably isn't that
fleet-footed (especially with all the extra armor it has...)

> 
> 
> > If so, then can I get multiple copies of it? (sure, it'll cost, but that's a
> > chance I'll have to take)
> 
> On the one hand, there's only so far you can push technology beyond its
> natural limits, and individual VPMs are supposed to represent pushing the
> envelope as far as it will go.  On the other hand, if all the other players
> are cool with your disdain for the laws of physics, then go for it.

Hey, it's a TL6 mech.  Haven't you ever watched Macross or Gundam Wing?  Those
things defy the laws of physics on a continuous basis!

> 
> 
> > Also, do I have to use this power or the base power
> > of the vehicle in calculating stuff like mass and arm and leg costs?
> 
> The base power of the vehicle, I think.  Don't take the VPMs into account
> until all the other calculations are finished.
> 
> I can see that I'm going to have to think up some 'Using Vehicle Performance
> Mods on Robotic Vehicles' rules to add to the RV supp, or maybe even give
> robots their own Robot Performance Mods or something.

That might be a useful addition.  I'll talk this stuff over with Gino when we
meet up today.

Adrian
--
www.brickfrenzy.com



Message has 1 Reply:
  Re: BrikWars RV question (not from Gino this time...)
 
(...) to (...) more (...) Heh. Um, never mind. I just reread the 2000 rules, and it seems that MK2 missiles no longer have a CMP. Oops. So ignore this paragraph here :) Adrian -- www.brickfrenzy.com (26 years ago, 2-Sep-00, to lugnet.gaming)

Message is in Reply To:
  Re: BrikWars RV question (not from Gino this time...)
 
(...) If you're building it as a standard vehicle, sure. If you're using the RV rules to build it, then I don't know how well the math will hold up. The Vehicle Perfomance Modification rules were designed to let players modify standard vehicles (...) (26 years ago, 2-Sep-00, to lugnet.gaming)

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