HHD wrote:I like the idea but you need to make fuels better by maybe 100% I know of the efficiency rates but that just gets bitty and mean more time calculating how far the vehicle can move and shoot.
PS: for the sci-fi fans there are antimatter generators and one 1x1 flat could power your described ship for over 2000 years doing everything at once
dilanski wrote:I'd say that space is a poor example, there are only a handful of people here who can have SHIP scale battles and even fewer who actually do, and it would mean even more time spent on what is already the most complicated game. The principal would work for any game with a survival theme, Post-Apoc, Botched colony project, Death Race, Steam-punk Dogfights. etc. One thing I would say is that less maths, just deduct fuel for movement with extra fuel used if the speed the vehicle is moving at is higher than last turn.
EDIT: Large Scale Post Apoc RPG's (like ESPG but with zombies), would almost certainly benefit from this, with fuel being more valuable than gold for any player wanting to get across the floor quickly, or bring more firepower.
Users browsing this forum: Voin and 1 guest