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Vehicle Transportation and combat

Skills, Attributes, Combat, Party-based Gameplay and other Mechanics

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Re: Vehicle Transportation and combat

Postby jurbanek » March 20th, 2012, 11:23 am

There can be many many alternatives, Biodiesel, Mutant Hamsters on a treadmill, Mr. Slave and his buddies peddling away.
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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 7:52 am

Badunius wrote:+1 as long as fuel will be rare or/and hard to obtain


Working or Repairable vehicles should not be more difficult then lets say, a fully functioning suit of atomic powered power armor or a laser rifle. It should be a hell of a lot easier for me to get my Dodge Charger to run on Methanol or Bio Diesel then to get a mech suit functioning.
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Re: Vehicle Transportation and combat

Postby TechnoShaman » March 22nd, 2012, 8:10 am

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.
Image

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!
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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 8:45 am

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.
Image

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!


This would be truly amazing. I someone can find a fully functioning set of Atomic Power Armor, I can fix up a '72 Impala and run over some jerk threatening me with a metal pipe.
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Re: Vehicle Transportation and combat

Postby CookieEatingHuskarl » March 22nd, 2012, 8:52 am

While ambushed in the empty wasteland, your best friend will be your APC, aka Masterchief Bulletsponge.
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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 8:55 am

In Mechanized units, dismounts are known as "Crunchies"!
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Re: Vehicle Transportation and combat

Postby Lirpakkaa » March 22nd, 2012, 11:03 am

If you make detailed rules for big robots, which I hope there will be, why not use the same stuff for player-controlled vehicles?
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Re: Vehicle Transportation and combat

Postby Tagaziel » March 22nd, 2012, 11:11 am

jurbanek wrote:In Mechanized units, dismounts are known as "Crunchies"!


Oh god.

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...
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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 11:20 am

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?


I would love that. For some reason I pictured this when you mentioned this.

Your wasteland adventurer comes across a bad guy who blocks your way, you pull out your pistol, The Bad Guy Shouts something and a flash of light occurs as the bad does a somersault to begin his Power Ranger transformation into a Giant Robot. You coolly sight down the barrel and put a bullet through his head during his lengthy transformation sequence.
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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 11:22 am

Tagaziel wrote:
jurbanek wrote:In Mechanized units, dismounts are known as "Crunchies"!


Oh god.

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...


Its an Armored Tactic, that if you come across a trench or foxhole with enemy in it. You stop one of your tracks and spin the tank around to crush and bury them.
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Re: Vehicle Transportation and combat

Postby Roger Wilco » March 22nd, 2012, 11:49 am

I think vehicles should be as rare as they were in the original.
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Re: Vehicle Transportation and combat

Postby Lirpakkaa » March 22nd, 2012, 12:10 pm

Hmm, so you can get vehicles but they get stolen the moment you use them anywhere? : D
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Re: Vehicle Transportation and combat

Postby Svetlovska » March 22nd, 2012, 12:19 pm

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!
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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 12:28 pm

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!


I love that. This would be so cool in a turn based game!
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Description of Roadwar 2000 Tactical vehicle combat

Postby Svetlovska » March 22nd, 2012, 12:36 pm

...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? :)
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Re: Description of Roadwar 2000 Tactical vehicle combat

Postby jurbanek » March 22nd, 2012, 12:48 pm

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? :)


This sounds so cool. This would be so much fun to have in this game.
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Re: Description of Roadwar 2000 Tactical vehicle combat

Postby paultakeda » March 22nd, 2012, 1:49 pm

Svetlovska wrote:Now, doesn't that sound fun? :)


Sure. But that was a game that focused on this sort of combat. If the devs can figure out how to integrate and balance vehicle combat mechanics with the base Wasteland format then fine. I rather doubt it, but hey, I can be proved wrong and I'll be happy for it.

Otherwise, you might want to petition for a Roadwar 2000 sequel Kickstarter project, which I'm sure Brian Fargo will gladly donate to using the Kick It Forward proceeds from Wasteland 2 profit. Think full revival with more games, increasing variety and choice. Stop trying to jam everything, including the kitchen sink, into Wasteland 2.

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Re: Vehicle Transportation and combat

Postby jurbanek » March 22nd, 2012, 4:46 pm

Hopefully it can be included, cause it would be so damn fun. By the way the Homer Mobile would kick ass with a couple of light machine guns mounted on the hood
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Re: Vehicle Transportation and combat

Postby Svetlovska » March 23rd, 2012, 12:15 pm

I'm not suggesting that W2 has a full vehicle combat mode, (the 'kitchen sink' mission creep), only that there are existing paradigms for handling vehicle vs vehicle and vehicle vs individuals that were achievable and fun within the limitations of old-school games in a post-Apocalypse setting, and that these could be a natural, if rare (due to fuel shortage etc) extension of the W2 world. Vehicles also act as mobile bulky kit & ammo stores & plausible map 'fast travel' a la the flaky car boot/car mechanic in Fallout 2. Getting and keeping them running offers mini quest options; and it is easy enough to imagine 'checkpoints' 'gated communities' & such like that prevent you barreling into every settlement you encounter, all guns blazing. Maybe you even choose to park up somewhere safe(ish) and walk in, having scouted the settlement, then used the spare kit in your trunk to tool up apprpriately for wht you anticipate the difficulties that lie ahead. (Can you conceal the gun? Maybe the sawn off, or the Uzi, the folding stock AK... but not the Bozon or Gauss rifles, the Barretts .50 cal etc...) And maybe, once in a while, when you get bakc to your improvised hideout, you find your 'camoflage' skill wasn't up to it - and someone's stolen your ride, and all the loot in it...
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Re: Vehicle Transportation and combat

Postby CookieEatingHuskarl » March 23rd, 2012, 12:23 pm

And then track them down with your desert ranger skill to their hideout, slaughter everyone there including the women and children and reacquire your lost car. BRILLIANT!
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