Vehicular combat game

Xorrandor

Mongoose
For those of you who don't follow the BF:Evo board...

msprange said:
Armchair_Marine said:
Oh and also - CAR WARS EVOLUTION.

Actually, we have something sort of/kind of along these lines coming out next year as it is. . .

Just thought I'd go for the wider/different audience. What do you think this game needs?

I'm just hoping they have reasonably detailed movement rules. While the Evo movement rules are OK for a infantry-centric game, cars that turn on a dime (about their midpoint no less) just don't do it for me as the focus of attention.
 
Um....
28 mm prepainted cars with snap on weapons and armour lol.
Those could do pretty well assuming they don't try charging minature prices for them.

No point trying to out car wars carwars, so maybe a bit more of a focus on gang members, and short and sweet game play. That'd be pretty cool.
 
MaxSteiner said:
Um....
28 mm prepainted cars with snap on weapons and armour lol.
Those could do pretty well assuming they don't try charging minature prices for them.

No point trying to out car wars carwars, so maybe a bit more of a focus on gang members, and short and sweet game play. That'd be pretty cool.

Considering that the current edition of Car Wars is essentially dead... quite possibly due to mishandling by SJG (they failed to release the design system), so "Out Car Warsing Car Wars" is not only a really low bar, but probably a good move.
 
I don't know, some games (e.g. ACtA) function just fine without a vehicle design system. I think you can go either way on it, really.

But I've already got several "car" combat games where the movement is just like infantry. It just doesn't feel right: cars skid, cars fishtail, cars roll. Cars don't turn on a dime, and they especially don't turn on a dime around their center of gravity.

Of course, we now know that it's going to be a "hover" race game, so in one sense I suppose they can turn on a dime around their center of gravity. But their movement doesn't turn like that, just the vehicle; the skids should actually get worse :).
 
Xorrandor said:
I don't know, some games (e.g. ACtA) function just fine without a vehicle design system. I think you can go either way on it, really.

But I've already got several "car" combat games where the movement is just like infantry. It just doesn't feel right: cars skid, cars fishtail, cars roll. Cars don't turn on a dime, and they especially don't turn on a dime around their center of gravity.

Of course, we now know that it's going to be a "hover" race game, so in one sense I suppose they can turn on a dime around their center of gravity. But their movement doesn't turn like that, just the vehicle; the skids should actually get worse :).

In the case of Car Wars, it was a driving force in the game. Due to the setting, designing and upgrading vehicles was integral to the setting, and the first 4 editions all shipped with design systems in the box, and bordered on being RPG's, too. The latest edition really fell flat; it was purely combat, larger ground scale (3x that of the prior), and while it played faster, it didn't have the roleplay overtones nor the design system.

Plus, they promised the design system, and then never delivered.

But I do agree, a vehicle movement system that feels like vehicles moving is a good thing, and if one is going to do an auto-combat game, it needs a vehicle design system.
 
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