RESOURCES
Various tools and game aids to help intrepid Car
Wars players and gamemasters become more efficient and effective
at planning and executing their game play. Special commentary from
our beloved president (who is also a raving lunatic) will
elucidate (or further confuse) the functions of these various
items.
Art of Vehicle Designing
Foreword | Personal
Objectives | Arena Design | Rules of Thumb | Calculations |
Sample Design
Art of Vehicle
Designing - Foreword
Vehicle designing can be fairly difficult since your vehicle is
what the game is all about. Your vehicle will have to shield you
from harm, destroy your enemies, and let you flee when you are
weak. Here is some special advice from a vehicle Zen design
master:
Vehicle designing is like an artform. One must ponder
the nature of the subject at hand; give careful consideration as
to how it will be looked upon, how it will weave through complex
layers of danger in the arena, and how good of an explosion it
will ultimately make. Once one has stumbled upon these paths of
enlightenment, one can begin the difficult path of marrying
one's body to power, earth, fire, and armour, all the while
paying homage to that which makes the world 'round. Finally
before one coaxes this newborn into the harsh arena light, one
should ensure harmony in one's numbers. For while dangerous are
one's enemies, more dangerous indeed is the wrath of a peeved
off gamemaster. These, grasshopper, are the Zen arts behind
vehicle designing. Use them well . . .
Uhhh....yeah. Perhaps some more practical advice would be useful:
Art of Vehicle
Designing - Personal Objectives
First, consider what is your purpose for battle:
- If it is to win, you will need a vehicle that balances your
autoduelling skills with its speed, armour and weaponry. If you
are not comfortable do complex maneuvers in a tight arena, a low
speed, high armour and weaponry vehicle would be good for you.
If you have problems hitting targets, consider higher accuracy
weaponry or ramplates.
- If it is to just play, experiment with a variety of designs to
get a better feel of the possibilities of the vehicles and their
equipment.
- If it is to lose, I would suggest low armour, high speed, and
explosive weaponry.
- If it is just to play out your pyromanic desires, I would
suggest flamethrowers, flaming oil jets, flame cloud gas
streamers, napalm mines and incendiary rockets.
- If it is just to create chaos, choose lots of dropped weapons,
particular the types that don't get removed from the board when
run over (i.e. spikes, debris, smoke, oil, ice). Incendiary
weapons like flamethrowers and incendiary rockets are good at
setting your foes on fire, thus creating panic. A fast vehicle
would be advisable since your opponents will be gunning for you
when they get wind of your objective.
Art of Vehicle
Designing - Arena Design
Rather than use a general purpose vehicle in different arenas,
consider using a vehicle designed specifically for the arena you
are going to battle in. The design of the arena can serious affect
the style of vehicle design you should use.
- Very enclosed or narrow arenas will limit mobility. Seriously
consider heavy weapons and heavier armour.
- Wide open spaces allow for high speed and mobility, and little
to get in the way or your shots. For those that like high speed,
less armour is needed; however, medium weapons with high
accuracy or lots of ammo will be required. For those that don't
like speed, use heavy weaponry with high accuracy or lots of
ammo.
- Lots of barriers and buildings in an arena can block shots and
make high speed dangerous. In this case, high maneuverability
and/or shot power would be advantageous. Accuracy would be good,
but in high density areas, the distance and speed between you
and your foe will be minimal.
- Targets can provide lots of easy extra points depending on the
arena's point system being used. Check on the criteria for
hitting the targets. Sometimes they are extremely small, moving,
and/or require certain angles to hit them. For simple targets, a
moderately accurate weapon will be all that you need. For
difficult targets, good to highly accurate weapons and/or a fast
vehicle will be required.
- Jumps are difficult, time-wasting activities that can leave
you very vulnerable and can eat your tires away. Usually, try to
skip them unless the point value for them outweighs the risk. If
you see anyone jumping, try shooting out their tires. You'll
probably get an easy kill.
- Hazards in the form of curbs, plant life, potholes, debris,
etc. can really eat up your handling class in a round. If there
is going to be a lot of these forms of hazards, seriously
consider HD Shock Absorbers.
Art of Vehicle
Designing - Rules of Thumb
Here are a few extra rules of thumb to take into consideration
when designing a vehicle:
Body Types:
- Midsized cars can hold lots of weight, but don't provide
enough space. Good ramcars.
- Station wagons allow up to 7 spaces of weaponry per side.
- Trikes provide better shot angles, but can be immobilized by
shooting off a wheel.
- Carbon Aluminum Frames are hideously expensive and weaken
you structurally, but removes that extra bit of weight you
might need.
Personnel
- Always give your driver excellent protection. When he dies,
you are out of the game (unless you have a gunner).
- Gunners are useful as extra damage sinks and the ability for
your vehicle to shoot twice as much per turn.
Engines
- Gas engines provide fast acceleration, low weight, and extra
damage sinks compared to power plants.
- Gas tanks are great damage sinks, especially with component
armour.
- Nitrous Oxide can knock your vehicle's engine. Be careful
using it!
Offense
- Lasers are usually too expensive and too easy to block.
Also, you'll need a power source if you use a gas engine.
- Heavy Machine Guns provide lots of shots, take little room,
and are moderately accurate.
- Lots of hits from little incendiary weapons at the same time
have a good chance of starting fires.
- Rocket Launchers are cheap, good damage-causing, but
inaccurate weapons.
- Spikes, oil, and smoke last entire battles.
- Flaming oil can create smoke clouds.
- Dischargers are great light-weight, space-saving, single
shot dropped weapons.
- Ramplates suck up weight. Don't use them if you aren't
determined to be a ramcar.
Defense
- Component armour is the ultimate protection. Use it
especially if you have low top or bottom armour. Takes only
1/2 a space on cycles. Use it on your driver first.
- Tire protection is very important. Lose tires on 2 corners
(or 1 for a trike), and you'll be a sitting duck.
- Fire can kill in seconds. Always carry either lots of foam
dischargers, a fire extinguisher, or personal fire
extinguisher.
- Fireproofing costs too much. Get a fire extinguisher
instead.
- Metal armour is good if you have a lot.
- Ramcars should also beef-up with whatever protection they
can get: roll cages, safety seats, impact armour, component
armour, etc.
Accessories
- Blow-through concealment is a cheap method of hiding what
you've got at the start of a battle.
- Seriously think about getting a targeting computer. Big
weapons do need to hit to kill. Single weapon computers are
good for linked same-type weapons mounted in the same
location.
- Links allow shooting more than one weapon at a time.
- Ejection seats usually are not practical in battles. Get
better armour instead.
- A few fake weapons & accessories can scare off your
opponents. Too many and you'll be a target.
- Fake wheelhubs and guards can allow you to skimp on tire
protection if you are really tight on cash.
- Heavy Duty Shocks will help you stay of the road, especially
through road hazards, mines, weapons fires and the occasional
ram.
Personal Equipment
- Hatchets are perfect handheld weapons. They can do vehicle
damage and they never run out of shots. Of course, you do have
to come within reach of a vehicle . . .
- Explosive grenades can do vehicular damage and are really
cheap.
- Battle vests and armoured battle vests allow you to mount
equipment without having to deal with holsters and slings.
- While improved body armour and impact body armour offer
extra DP, they also reduce your reflex roll and running.
- Foam grenades are practically useless with gas engines,
unless you can get multiples of them to trigger at the same
time.
Art of Vehicle
Designing - Calculations
Here are a few tips to keep in mind when doing your vehicle
calculations:
General Tips
- Use a spreadsheet program on a computer. Easier to calculate
and to see the different possibilities faster.
- Double-check your calculations; even vehicle Zen design
masters miss something.
Body Style
- Double-check that you are light enough to move!
- Only 1/3 of a vehicle's total (includes cargo space) spaces
are allowed per side.
- Sloping and streamlining do affect the amount of weaponry
spaces a vehicle can have per side.
- When using both sloping and streamlining, you use up only
15%, not 20% of vehicle spaces.
Offense
- Be careful to note how many shots each weapon has (i.e., 10,
20, 25).
- Make sure that you remembered to load your weapons.
- For lasers, calculate how many shots you can use with your
power plant.
Engine
- Double-check that you have enough power to even move!
- Remember to store enough gas in your gas tank to go 150
miles minimum.
- Superchargers and carburetors reduce your MPG.
- Gas engines don't supply enough power to run even targeting
lasers.
Defense
- Component armour calculations are affected by the size of
the object it is protecting.
- When component armouring engine compartments, remember that
fire extinguishers, superchargers, nitrous oxides, extra power
cells, laser batteries, etc. must be component armoured with
the engine.
- Component armour only takes 1/2 a space on cycles (not
trikes, though).
- Average duelling vehicles have around the equivalent of
180-200 points of armour in weight.
Art of Vehicle
Designing - Sample Design
Here is a simple sample vehicle design for those interested in
learning how to layout your design calculations. An MS Excel 97
spreadsheet version of this is available through the Game Tools part of the Resource
section.
Vehicle Name: Basic
Created By: Someone
Date Created: Mar. 9, 2000
Handling Class: 3
Off-Road HC: 0
|
Top Speed: 63.52 mph
Reversed Top Speed: 12.70 mph
Power Factors: 2375.00
Acceleration: 5.00, +5 w/Turbo
Armour: $20.00, 10.00 lbs.
|
Item |
Cost |
Weight |
Space |
Notes |
Damage
|
Luxury Car Body Style |
$800.00 |
1,800.00 |
19.0 |
5500 Max Wt |
|
Extra-Heavy Chassis |
$800.00 |
|
|
20% Max Wt |
|
Heavy Suspension |
$1,200.00 |
|
|
3 HC |
|
|
4 Puncture-Resistant Tires |
$800.00 |
200.00 |
|
|
9 DP
|
Steelbelted Modifications |
$400.00 |
100.00 |
|
+25% DP |
2.25 DP
|
4 Heavy Duty Shock Absorbers |
$1,600.00 |
20.00 |
|
|
|
2 - 10 pts. Wheelhubs |
$200.00 |
80.00 |
|
|
|
2 - 10 pts. Wheelguards |
$200.00 |
80.00 |
|
|
|
|
150 cid Gas Engine |
$4,000.00 |
375.00 |
-3.0 |
1900 PF |
9 DP
|
Turbocharger |
$1,475.00 |
|
|
475 PF |
|
Fire Extinguisher |
$300.00 |
150.00 |
-1.0 |
|
|
10 pts. Component Armour |
$200.00 |
80.00 |
-1.0 |
|
|
|
4 gallon Duelling Tank |
$100.00 |
40.00 |
0.0 |
|
8 DP
|
4 gallons of Gasoline |
$160.00 |
24.00 |
|
45 MPG |
|
10 pts. Component Armour |
$50.00 |
20.00 |
-1.0 |
|
|
|
150 lbs. Driver |
|
150.00 |
-2.0 |
|
3 DP
|
Body Armour |
$250.00 |
10.00 |
|
|
3 DP
|
Armoured Battle Vest |
$225.00 |
5.00 |
|
|
3 DP
|
2 Explosive Grenades |
$50.00 |
2.00 |
|
9 to hit |
|
1 Smoke Grenades |
$20.00 |
1.00 |
|
9 to hit |
|
1 Machine Pistol |
$322.00 |
5.00 |
|
7 to hit |
|
1 Hatchet |
$25.00 |
2.00 |
|
8 to hit |
|
10 pts. Component Armour |
$100.00 |
40.00 |
-1.0 |
|
|
|
2 Rocket Launchers |
$2,700.00 |
500.00 |
-4.0 |
8 to hit |
2 DP
|
2 Extra Magazines |
$800.00 |
130.00 |
-2.0 |
|
+1 DP
|
10 pts. Component Armour |
$300.00 |
120.00 |
-1.0 |
|
|
Spikedropper |
$300.00 |
75.00 |
-1.0 |
|
4 DP
|
|
2 Links |
$100.00 |
|
|
|
|
Hi-res Targeting Computer |
$4,000.00 |
|
|
+2 to hit |
|
|
44 pts. Metal Armour |
$2,200.00 |
2,200.00 |
|
|
|
Laser Reflective Modifications |
$220.00 |
|
|
|
|
39 pts. Plastic Armour |
$780.00 |
390.00 |
|
|
|
Sloped Armour Modifications |
$320.00 |
|
-1.9 |
|
|
|
Totals: |
$24,997.00 |
6,599.00 |
0.1 |
|
|
Ideal Amount: |
$25,000.00 |
6,600.00 |
0.0 |
|
|
Amounts Left: |
$3.00 |
1.00 |
0.1 |
|
|
|
Personal Equipment Wt: 25.00 lbs.
Running Speed Penalty: -2.50 mph
Gas Range: 180.00, 45.00 MPG
Damage to be Confettied: 132.00, Debris: 33.00
|
AVRO's vehicles designs will no longer be listed on the website
(with exceptions for events) since:
- players should come up with their own original designs
- they are too deadly
- some of them have mistakes.
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Copyright ©2000 Bruce Lam. All
rights reserved.
Reprinted by the Seattle
Washington Autoduel Team, January 17, 2015.
Updated January 23, 2015.
Original URL:
http://www.brucelam.com/carwars/resources/vehicle/index.html