From: Ryan Gill <rmgill@m...>
Date: Thu, 11 Apr 2002 17:04:25 -0400
Subject: Mods to the Mobility Factor
> At 12:50 PM -0700 4/11/02, Brian Bilderback wrote: I feel from the basic method of choosing motive speed for a given system could be modified slightly and allow for better detail and sophistication. Take the existing standard where a vehicle of one armor value has an assumed standard speed for a standard engine. If you want to make it faster, you can allocate a few more capacity points for engine or a few less to engine and get a corresponding increase or decrease in speed. Say 1 pt of capacity gives you 2" added movement. Its not as detailed as the system in BattleTech, but then its not as complex either. (this is a basic, if the 6 liter engine isn't fast enough for you, we'll just shoe horn in an 8 liter engine and add the Series II Hydro-matic Transmission). Now, assuming there is a system in the game for points (cost based not effectiveness based) then one could theoretically pay points for increased speed or loose points for decreased speed. This simulates additional R&D time/technology sophistication/materials cost in a given engine/transmission/automotive configuration that gives you more or less speed. (The basic example is where one has an off the shelf engine design and one then takes more expensive components that have more production cost associated with them. The parts are lighter/better/more efficient such that with a given amount of additional capital invested in each power pack, one has more horsepower for the same weight or even less weight depending on how much you pay.) The two mechanisms generally simulate RL mechanisms and are simple enough that they don't obfuscate things much. Additionally, they could be added in as an 'optional rule' in the design system.