25 July, 2011

Vehicles

So I had a brainstorming session with my very patient wife, and I worked out a few possibilities for vehicles in the game.  First of all vehicle designs will have to be found and they will have a modular design approach.  Small vehicles will have two modules, one of which will be used for a driver and the other can be used for either a passenger or one of several vehicle mounted weapons or other useful modules.  So far I have worked out a mounted weapon module which requires 2 spots (one for the weapon and one for the operator of said weapon), a healing module that has an area of effect around said vehicle, an energy module which increases speed and weapon recharge rates, and a shield module which also has an area of effect.  Empty spots can also be used to carry passengers and/or cargo of structures or storage.  Vehicles will disappear when destroyed, including all modules that have been mounted.  As such destroying a vehicle will be very difficult, meaning the hit points of a vehicle will need to be into the thousands.  Hit points will vary depending on the quality and type of metal used to craft the vehicle.  Speed and driver weapon power will vary depending on the type and quality of the energy crystal used in creation.  The driver weapon is an automatic part of the vehicle, which is slightly stronger than the soldier weapon.  All of the vehicles will be hovercraft type that won't touch the ground.

4 comments:

  1. Sounds like a good direction for the vehicles. Question: What if each module also had its own hit points? That way you could disable the weapon module of a vehicle but still watch it drive off for repairs. Perhaps there could be one count for module hit points (each module with its own health) and a main count for overall hit points. If a single module is targeted enough you could take it out before the whole vehicle's hit points were gone, but all hits count toward the overall hit points, so eventually the whole thing will blow. Just a thought. It would give a reason to focus fire on one module at first, then destroy the entire vehicle.

    Just as an example, a simple weapon module could have a hit point value of 400, while a bigger weapon module (same size module, bigger & heavier weapon) could have a hit point value of say 700. All this while the vehicle has a hit point value of 1,000. The command module could have a value of 800, meaning that destroying that would leave the vehicle within just a few hits (on any of the remaining modules) of destruction. Great care would need to be taken to ensure that it was impossible to craft a vehicle whose modules' hit points didn't add up to less than the vehicle's overall hit point rating. In that case, destroying the vehicle would be a matter of destroying every module, which could get old.

    Anyhow, just a thought.

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  2. I think that instead of different HP for everything I will make the passenger who is operating the mounted weapon be a bit higher and vulnerable. That way people will be able to freeze the player and make it ineffective. I don't really like the thought of a complicated system for hp beyond the players.

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  3. Oh and we also had the thought that a vehicle that fills up all it's free spots with energy modules will have the ability to fly. It would really only make sense for the smaller vehicles, though it would be possible for all vehicles to do.

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