J. L. Brown
Cosmic Mongoose
Reiterating this, as may have been lost in the the... uh debate.
An amount of folks are in favor of something like this on the official discord.
There would be some interplay agility of vehicles.
So to expand upon this idea and not an execution;
The Difference between Min. Skill need to operate the vehicle and the traveller skill, caps the agility of the skill. Matching or exceeding the min. skill allows for the full use of the agility of the vehicle.
Those slick as fuck G Racers, arent easy to handle.
A scout buggy meant for crayon eaters, with agility five, can just about the suffer the inexperience of someone who never seen a wheeled vehicle.
As an example;
Scout Buggy has Agility 5, Min Skill of 1.
Traveller with a skill of Zero. The agility of the craft is capped at 0. The Vehicle is doing a lot of heavy lifting getting the driver from a to b.
I'm not terribly motivated to continue commenting on this, because it looks like this will be a re-hash of the flawed 'chassis' approach. I was serious when I warned against polishing a turd; if it contains the old design approach so that it can sell to folks who don't want actually use their brains to think through their design choices, then maybe it will sell -- but not to me. Do it right, or don't bother.
Still, a couple takes:
1} Skill minimums are a great idea, but they are kind of a big ask in a game with such a wide array of vehicles and a very limited chance at skills. May I suggest instead of an all-or-nothing approach, that we instead add together (or average together, if adding is deemed excessive) the vehicle agility & the pilot's modifier due to skill. The Scout buggy example above would be agility 5 -3 = 2 for an unskilled pilot; agility 5 for someone with skill-0, and agility 7 for someone with skill-2. High agility vehicles can only do so much to make up for being unskilled, but in the hands of a skilled pilot can offer them a real boost. Jack of Trades-1, reducing the unskilled penalty to -2 also feels about right, where otherwise JoT is likely to be useless for meeting vehicle skill minimums.
2} Fuel points can be defined right now in a meaningful way -- if we define them per dTon, and simply divide them as appropriate to get to whatever the final scale chosen happens to be. I don't mind working up a table if folks are interested.
3} More and more I am thinking the best scaling really is 4^0 -> 4^3 -> 4^6. This scales easily (multiply or divide dimensions by 4 to convert between scalings) and it turns out that the old VH and RH spaces and slots are all off by a constant factor of 16. It also puts Vehicle Spaces at ~218 liters, and Robot Slots at ~3.4 liters.