I'm still reading the rules for Dirtside, and since I like design systems, I'm
trying to see how you'd design stats for miniatures I have from other game
systems.
I've asked questions about the combat walkers, which are like Battletech Mechs
(sort of). The prevailing opinion is that they are either easily hit units for
their cost, or expensive units for their combat power (depending on how much
stealth you take).
Additionally, it seems that certain systems are missing that a real mech would
certainly want such as jump jets, huge melee weapons for dealing physical
damage to tanks (Giant axes and the like), death from above attacks (stepping
or landing on tanks), and armor which must be tougher than we see in Dirtside.
Renegade Legion grav tanks look like they can be designed, but they seem to
have restricted flight modes. Real grav tanks can fly (though it makes them
vulnerable to bottom hits). It doesn't look like a grav tank could do this in
Dirtside. If you design them as an aircraft, the weapon load seems to be quite
restrictive. Of course flicker shields are NOT represented (at least I haven't
seen them).
Ogres could be designed as these multi section vehicles. I don't think the
armor can be made tough enough to replicate the feel of Ogre, and they look
like they can be immobilized too easily (just 2 tread vehicle units
immobilized). My suspicion is they'd look neat rumbling across the playing
field but would be disabled without TOO much effort.
Ok, am I right, or do I have it wrong?
Dirtside II is designed to be as generic as possible (while remaining as
uncomplicated as possible). Thus, most other systems and fictional
universes can be modeled somewhat, but often special genre-specific
rules need to be put in place to model a specific universe.
To put mechs in a Bettletech-like universe, you need to ignore the "1
size larger" rule to make them effective. Also house rules for jump packs and
physical attacks are fairly easy to establish.
If you want a Renegade Legion type setting, allow your Gravtanks to
perform as VTOLs (give them pop-up attacks and allow them to operate in
Low Mode or surface mode). You would probably want to add a house rule
on construction as well to increase bottom/top armor (pay points for 1
armor size larger to get front armor -1 on bottom, side, and top).
For the Ogre universe, you may need some other modifications. You are welcome
to view my modifications at
http://www.ftsrorg/ds2/multiverse/fmaogre.asp and/or join my discussion
group about my Ogre confersion at
http://groups.yahoo.com/group/fullmetalogre/
Most if you start the campaign with the idea if setting DS2 in a specific
universe, usually you will get little arguement about house rules (unless they
pull the balance too far off center).
If you wish to incorporate the ideas of several universes, then you need to be
sure to balance out advantages and disadvantages. Example to make Mechs
tougher, also make them more expensive. To add VTOL ability to gravtanks, also
allow them to be targeted by ADS (and add to the point cost). Also you may
decide that there would be further disadvantages to a 'immobile' chit (grav
tank falls and has a chance to be
damaged/destroyed, mech may tip over with a chance at damage/destroyed).
The trick is not to make something so good that it is the only reasonable
choice (or make something so bad that no one in thier right mind would take
it).
---
Brian Bell bbell1@insight.rr.com
http://www.ftsr.org
---
[quoted original message omitted]
[quoted original message omitted]
. How often do modern tanks ram each other? *Deliberately not often, in
training more than we would like lol!
I meant to imply no reality beyond the specific game universes I mentioned. As
such a "real" mech was simply a mech an inhabitant of the Battletech universe
would recognize. Likewise for say the RL Liberator grav tank. I didn't mean to
imply that other versions of such devices were any less "real" in any way.
> --- "K.H.Ranitzsch" <KH.Ranitzsch@t-online.de> wrote:
> > Renegade Legion grav tanks look like they can be
Karl brings up an interesting point in his reply. Too often I have had people
tell me my designs are wrong because "that's not how [insert any Sci-Fi
fictional tech here] works".
If in Daniel's mind a Grav Tank does not "fly" but it uses Anti-Grav
technology to "hover" about a meter above the ground, then that is how it
works in Daniel's worlds. But this is just my fictional view of how the Grav
Tank would work.
One of the best parts of all of the GZG games is the ability to adjust the
"world" to meet our view.
Karl is right, there is no "real" Grav Tank or Mech. There is only fictional
vehicles based on what the player thinks they should be.