Vehicle movement

Rules questions, suggestions, and discussion

Moderators: IVhorseman, Pwnerade

Postby stubby » Sun Jun 20, 2010 5:06 pm

:necro:

New ideas for vehicle movement never go out of style. This discussion has been going on, one form or another, for over a decade, and I expect it'll keep on going for just as long. so chill out.
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Postby IVhorseman » Sun Jun 20, 2010 5:54 pm

Pwnerade wrote:So for BrikWars you would simply place your aircraft in the desired location at the beginning of your turn, where it would stay until it was your turn to move it again. Some sort of penalty for attacking them would have to apply, of course, since they're in theory moving fast. You could even have your aircraft spend a turn or turns going back to base to refuel and/or rearm, depending on how serious of a game you're playing. Then you could load your aircraft up to the limit with missiles, blast away at the enemy, and then go get some more!


Sort of like a quantum aircraft then? This is actually a pretty good idea as far as I can tell, since I always thought it dumb that a jet plane moving at supersonic speeds spends the entire enemy turn in one place.

In this sense, aircraft can be considered moving in a circular area radiating out from where the aircraft is placed, with it's movement in inches as the diameter. It can be assumed that the plane is moving through that area at full speed, so targeting it would be at normal movement penalties. My question though is that since the plane technically exists in the entire area of the circle at once, could a minifig with a rocket launcher target the outer edge of the circle to attempt to hit the plane? What are your guys' thoughts on this?
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Postby Warhead » Sun Jun 20, 2010 6:04 pm

For games mechanics alone I would simplify targeting to the physical model only, as per usual, but also because an abstract idea like that could end up with you walking funny when you try to explain it to me during a game.
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Postby Pwnerade » Sun Jun 20, 2010 6:32 pm

IVhorseman wrote:
Pwnerade wrote:So for BrikWars you would simply place your aircraft in the desired location at the beginning of your turn, where it would stay until it was your turn to move it again. Some sort of penalty for attacking them would have to apply, of course, since they're in theory moving fast. You could even have your aircraft spend a turn or turns going back to base to refuel and/or rearm, depending on how serious of a game you're playing. Then you could load your aircraft up to the limit with missiles, blast away at the enemy, and then go get some more!


Sort of like a quantum aircraft then? This is actually a pretty good idea as far as I can tell, since I always thought it dumb that a jet plane moving at supersonic speeds spends the entire enemy turn in one place.

In this sense, aircraft can be considered moving in a circular area radiating out from where the aircraft is placed, with it's movement in inches as the diameter. It can be assumed that the plane is moving through that area at full speed, so targeting it would be at normal movement penalties. My question though is that since the plane technically exists in the entire area of the circle at once, could a minifig with a rocket launcher target the outer edge of the circle to attempt to hit the plane? What are your guys' thoughts on this?


Well, most aircraft don't fly in circles around their target, gunships being an exception. If someone makes an AC-130 out of legos I will love them forever. Rather, they would be going in strafing runs. Pick a side of the map at the start of the game that your aircraft will always come from. There will then be a line in between where you placed the aircraft and that side, and anyone along that line could target the aircraft. Or I could take Warhead's suggestion and not get kicked in the balls. As I said before, it depends on how serious you want to be.

Why complain that an old topic got restarted?
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