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Badunius wrote:+1 as long as fuel will be rare or/and hard to obtain
jurbanek wrote:How about adding vehicles for combat and transportation. Instead of just walking from place to place, you and your party find a car, truck or tank and repair it and use it to transport you here and there, Imagine recreating vehicle combat of Road Warrior and Car Wars or Tank Girl.
TechnoShaman wrote:jurbanek wrote:How about adding vehicles for combat and transportation. Instead of just walking from place to place, you and your party find a car, truck or tank and repair it and use it to transport you here and there, Imagine recreating vehicle combat of Road Warrior and Car Wars or Tank Girl.
If they could somehow get a turn based chase mechanism in play, where your actually on the road, jumping from vehicle to vehicle, ala Mad Max, well hot damn, that would be beyond epic!!!
as others have stated, Tactics had the APC, Humvee, and dune buggy.
The turn basedness of their combat was a bit goofy, but it did work..to an extent.
At the very least though, as an overland mechanism of travel. I think it's a must.
mounts or pack animals would be awesome also, as it would make encumbrance a lot more meaningful if you could park your pack mules outside of the glow, and then drag out all the pre war goodies to load on em, to then sell or rebuild back at your base...
I'm salivating just thinking about it!
jurbanek wrote:In Mechanized units, dismounts are known as "Crunchies"!
Lirpakkaa wrote:If you make detailed rules for big robots, which I hope there will be, why not use the same stuff for player-controlled vehicles?
Tagaziel wrote:jurbanek wrote:In Mechanized units, dismounts are known as "Crunchies"!
Actually... What's the policy on squishing enemy combatants in real warfare in armies across the world?
While refined petrol and oil have a short shelf life, installations that excavate oil are a completely different issue. The production of gasoline and oil could very well be a source of profit for a settlement, keeping it alive and well. This could be another way in which Wasteland explores how people survive the apocalypse, maybe even tie into quests where the town is a crucial element of the strategy of two warring factions who try to control the wastes, but can't without controlling the settlement, which is steadfastly neutral, with high explosives wired into the town's oil infrastructure. Now, imagine Rangers deal with that...
owenmp wrote:If creation of an old-school sequel to an old-school RPG is a success, I would enjoy seeing a sequel to the tactical vehicle combat RPGs Roadwar 2000 and Roadwar Europa. Both of those games had vehicle combat with the resource management and party management aspects of Wasteland on a post-pandemic Earth.
Svetlovska wrote:owenmp wrote:If creation of an old-school sequel to an old-school RPG is a success, I would enjoy seeing a sequel to the tactical vehicle combat RPGs Roadwar 2000 and Roadwar Europa. Both of those games had vehicle combat with the resource management and party management aspects of Wasteland on a post-pandemic Earth.
Oh, I remember those games! They were great - I got a buzz out of them like I think original Wastelanders here got from W1. Fusilades of shots from all those riflemen on an old school bus... Brilliant! And, incidentally, one possible model for tactical combat using vehicles here, without it turning into GTA: Wasteland. Let's rock that Damnation Alley vibe!
Svetlovska wrote:...Taken from: http://www.abandonia.com/en/games/26245 ... +2000.html (from where you can download the original game):
"...When you encounter another road gang you may choose between abstract, quick, and tactical combat. Abstract combat is a simple calculation like with foot gangs, and quick combat gives you the opportunity to deploy your men in vehicles and also some general fighting strategy for your gang, to be used in more complex calculations. Tactical combat, however, is a turn-based game presented in a top-down view of the battlefield. After deploying your men in the vehicles, and your vehicles on the field, you can issue commands for each vehicle. To move vehicles, you must set their speed and direction, all the while considering different terrain types, obstacles, and the location of the enemy. When you have finished moving your vehicles, it is time for the attacking phase of the turn. After that, there is another interesting feature. You can reallocate your men among the vehicles if they are in adjacent squares. [Think Mad Max style, leaping from a dune buggy onto the tanker]. Your vehicle crew can also try to capture nearby enemy vehicles, unless your gang has already reached the maximum amount of vehicles. Capturing vehicles may be hard, but if you succeed it will be a big loss for the opposing gang. Probably the most interesting feature in tactical combat would be ramming. During the movement part of the turn, your vehicle can ram into an enemy vehicle, most likely causing damage to both of them. The outcome of ramming depends on the speed, masses, and armor of the vehicles. It is even possible to completely overrun another vehicle, but only if the ratio of both vehicles' attributes is 2:1 (meaning your vehicle must be twice as large and heavy as the other). [Or motorcyle squishing, as I like to think of it as]. Besides the supplies that you gain in any won battle, victory in tactical combat also increases the number of vehicles your gang may have by one. "
Now, doesn't that sound fun?
Svetlovska wrote:Now, doesn't that sound fun?
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