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How we did vehicle damage

The support forum for Jason "Chainsaw Aardvark" Kline's Dead... and Back. Zombie apocalypse with aliens in the Anarchy Zone. Check out blog for more information
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How we did vehicle damage

Postby Rob Lang » Wed Aug 15, 2012 12:36 am

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Re: How we did vehicle damage

Postby Chainsaw Aardvark » Wed Aug 15, 2012 9:56 am

It probably should have occurred to me to use a system like what you proposed, since as I said in the post - D&B isn't a war game. However, from the beginning there has been a rule about vehicles operating like characters. Page seven of the old 2006 version mentions not only the base stats, but that vehicles have overdrive points that function rather like deadening (though the vehicle is damaged with each use). Scarcity is a newly introduced system given how long I've been working on the game.

I may very well steal this idea for use in stunts and ramming, or combine it with the threshold idea. (Which in turn is somewhat inspired by the damage system from the game "" and naval wargames.) Cars will have Range, Abuse, Speed, animus track (though speed is lost as a percentage, not one to one), a tech score and possibly specific equipment, missile counter systems...

Well I was trying not to include vehicle specific chapter since this isn't "Mad Max", but now I may need to reconsider. Of course, the vehicle list is setting specific so I'll need to make whole new books to cover settings. Much like Minecraft, I find D&B keeps spawning more and more tasks to do before I actually build that cabin I proposed on day one before I started smelting other ideas and fighting zombies. (Speaking of: 28days later meets MC.) In turn, it feels like I'm on a constant treadmill and tend to start getting bored and distracted and less gets done

In theory, once I get the proposed rules down, I'm doing a whole week block of posts on different types and the automatic driving system.
Games of imagination are never truly done. Yet tomorrow we shall start another one.

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