FallingPhoenix said:
So the stats are really more guidelines then actual rules...
Yes, this, absolutely.
When working on vehicles, we started hitting exception after exception after exception. We could have had a crack at including them all, but we knew one of you would simply come up with a concept for a vehicle that we had not thought of
So, if we were to have a vehicle creation system that was a) easy and b) could handle just about anything anyone could think of, from rickshaws to floating super heavy battle tanks with installed vodka bars, we needed to insert leeway into these mechanics. If you start to reverse engineer some of the vehicles in the VHB, you will see we have done exactly this (if you have 'missing' Spaces in larger vehicles, for example, some have gone into walkways and communal areas for crew and passengers). You will also see some intentional flaws in some vehicles, but I digress...
The issue, really, is getting the same system to work with Bicycles as with Passenger Jets. And Trawlers. And Submarines. And the Optimus Prime that someone will want to put together.
Fortunately, there is a really easy solution - add the leeway/fuzziness, and allow the referee to exercise his judgement. The only real danger here is with players getting hold of the book and seriously taking the mick with it but, again, this is what the referee is for.
We felt this approach was the best way to keep everything simple while allowing the greatest variation among the final vehicles. As I have said elsewhere, we did at one point consider using a very similar system for spacecraft, but we felt we would get lynched if we touched that sacred cow (and, to be fair, spacecraft are a lot more focussed - even with differences between a Ship's Launch and a Tigress - than between different vehicle types).
Putting it another way, we have reduced the precision on vehicles, but you should find the results a lot easier to work with in what is, at the end of the day, a game designed to be played.