Vehicles, Weapon Mods, and Cybernetics in v2.00+

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Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
Looking through the changelog/to-do list, I see that Version v2.00/v2.01, which appears to be a separate book, possibly two separate books, include among other notable content additions, Vehicles, Vehicle stats, Vehicle mods, Weapon mods, and advanced rules/groundwork for cybernetics.

I'd certainly like to see all of those things in-game, but that's not why I'm posting. I'm a bit nosy and like imagining the potential things I can do in games, so I had some specific questions about the implementation of those things.

As far as vehicles go, I imagine mostly military vehicles, and things that could be used in combat. Would this list also include more... Mundane, and civilian vehicles? Will it be possible to repair vehicles with repair rolls? Will you need parts from other vehicles of the same type, like with weapons, parts from any sort vehicle, or even just scrap metal and electronics?

Will driving a ground vehicle also be based on the 'Pilot' skill? That would make sense, but perhaps we will see the addition of a new skill. Will there be perks, traits, and hindrances based on vehicles? Will there be vehicles that require multiple drivers/pilots/controllers?

What exactly does 'Vehicle Mods' Entail? Sticking guns on things? Adding armour? Putting in a better 'engine'? Or just changing the tires and putting on new paint?

Next, weapon mods. Will this be a system like in Fallout 4 where pretty much every part can be switched out, or something a little more simple? Will there be a table with some default mods that come with weapons, or a way of making RNG drops with mods added? Will it be possible to make custom mods, or just ones that follow a 'blueprint' of sorts to have an exact function. Will it be possible to fully construct a functional weapon, given enough 'mods', or will there be core parts needed for every individual gun that cannot be changed?

Finally, Cybernetics. This has the most potential, I think, but is the hardest to really nail down without restricting play. Personally, I'd like to see some example cybernetics, with the ease at which a character might acquire them in the wasteland, their approximate price in caps, and functions. That way, there are... Guidelines of sorts that make designing custom cybernetics easier, more balanced, and campaigns focused around the acquisition of cybernetics have more groundwork. I like the idea of being able to manipulate a pony's cybernetics more from the outside, or at the very least target them specifically.

I lied, there's one more thing. Will there be weapon mods and cybernetics that function together? For instance, legs that allow weapons to be clipped on, or even function as extended ammo reserves? Eyes that help with aiming while using certain scopes? Stuff like that. How will characters get them?

Anyway, feel free to ignore me, I'm just hyped for more content.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
Me and my play group have been wanting the foundations for these things for ages xD It's a lot of stuff Archer still has to do and it's kinda daunting to be honest. Personally I would like to see a couple concepts for his v2.00 stuff so that way one could base or modify it for our own uses. Like was really nice getting that dragon concept char sheet stuff because now have a general idea how to build dragons as NPCs.

But there's a lot of dreams and wishes and sadly Archer works like a madperson!
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
I'm not personally interested in seeing playable concepts; I don't think tabletop RPGs lend themselves to alphas/betas, I'm just interested in the ideas as a whole and the design process. I think that sometimes other people think of things in a way you never will, and ask really important questions that you never knew would be.

The other thing is, I see handing out concepts and half-finished work to be played with like asking someone when they want to have their surprise birthday party; the end product has lost some of its awe, some of its attractiveness, because you involved the customer/player too soon.

So anyway, my point is, I'm certainly not asking Archer to rush over and hand me content, finished or otherwise, I'm just curious about what's going through their head during the design of these particular components of the system.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
Fair enough, to be honest I have no idea how Archer will get a lot of these systems to work. As for the Alpha/Beta thing, pretty much every system has these xD Takes a lot of testing. Personally my group wouldn't mind testing such things and reporting on it xD Can help? Pretty sure Archer have a group or groups he runs when he wants to test things.

To be honest now that I think on it I don't actually know anything of Archer's process and how he does things xD So that would be neat to learn actually...huh. But ya I agree would be neat to see how Archer comes up with things and designs and such
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

archerofhope
Administrator
In reply to this post by RageLokiCat
Let's try to answer these in a timely fashion - I can only check this forum about once a week now, but I WILL be checking it.  

Right now, I'm leaning away from using skills to operate vehicles towards attribute rolls.  Vehicle mounted weapons would be operated according to the weapon - usually Big Guns.  This makes sense in the meta perspective for simple vehicles as a piloting schema.  

The only confirmed ground vehicles we have are trains, tanks, and some relatively simple "powered carts" (such as the super speedy cider squeezy).  The flip side is that we have a large number of airborne vehicles as well, of various configurations known in both Civilian and Military categories.  I intend to make a series of base chassis  for each vehicle type and allow for full customization in a style similar to Car Wars and the Deadlands-Green Road Warriors books.  There WILL be civilian vehicles and military vehicles, and lots of options for what you can do to both.  This includes the conversion of civilian vehicles to military-power level vehicles and vice versa.  Though I'm thinking that military chassis will probably have a lot more room for customization.  

I alpha tested these rules on a train system a while ago in a campaign I was running.  The players took a push cart, stuck protectaponies on it pushing the lever, and then used that as an "engine" to power their suped up armored death train (it had a great big spikey metal cowcatcher on the front and was covered in armor; otherwise, not really very threatening).  I have/do alpha test every major mechanic on games I run or scenario modules I write for others to run.  Related: I have mass combat mechanics that need to be tested, thank you for reminding me.  

Vehicle mods include the ability to alter your vehicles performance, appearance, armor rating in specific areas, control scheme, weapons (and controls for said weapons), doors, propulsion system, etc.  So to answer your question directly... all of that, yes.  

The weapon mods are considerably more simple.  I thought I had a version of that book accessible?  I'll double check and make sure that is accessible tonight or tomorrow.

Cybernetics are augmentive, and more or less are just power-boosters for the characters that have them.  I have a master's degree in biomedical engineering with a specialization in biomechanics, but most of the mechanical side of the cybernetics is borrowed from a combination of Project Nevada-style mods and a careful dissection of the augmentation systems from Fallout Equestria Project Horizons and Silver Storm/Hired Gun's augments in whatever her story is titled (it escapes me at the moment).  I'm also looking at Shadowrun 4th ed for ideas, though a lot of that technology doesn't really transfer well.  
Weapons and cybernetics that work together?  I mean, there are weapon mounts that are cybertech, yes.  There are also mods that interface with a pipbuck or powered armor to affect SATS.  The extended magazine is a good idea, hope you don't mind if I borrow that one.  
System Creator
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

archerofhope
Administrator
In reply to this post by Loaneal
So... Vehicles are a super long way out, but I do have a starting list of them for organizing my thoughts.  This is an older copy of it.  Not sharing this to the main page.  

https://drive.google.com/file/d/0B_nrgdTME3IPbjkyeWpSSk5lM3c/view?usp=sharing 

I'm open to suggestions?  Maybe gonna make a thread about it, so don't post things here.  
System Creator
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
In reply to this post by archerofhope
First of all, thank you so much for your reply, this is better then I ever expected. I hope you don't mind me taking a detailed look at your response ^-^
archerofhope wrote
Right now, I'm leaning away from using skills to operate vehicles towards attribute rolls.
I'm not quite sure what you mean by that; especially seeing as 'Pilot' is a skill I've seen on every character sheet I've looked at. Do you mean making it just a straight INT roll, or something of that nature?
archerofhope wrote
The weapon mods are considerably more simple.  I thought I had a version of that book accessible?
Not that I've seen? And I'm pretty sure I've hunted down and read everything that's ever been released. Could be wrong, forgive me if I am. I can't actually describe how excited I am for this part, though. #HYPE.
archerofhope wrote
The extended magazine is a good idea, hope you don't mind if I borrow that one.
Not at all, I'm happy to help.

This isn't everything I have to say, of course, but you have better things to do than listen to me scream in excitement, and those are the major points, I think. The rest was very clear! I shall happily await updated rule-books, whenever this stuff comes out.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
In reply to this post by archerofhope
Well since this is a great post I will reply as Rage did!

archerofhope wrote
Let's try to answer these in a timely fashion - I can only check this forum about once a week now, but I WILL be checking it.
This is great to hear Archer. I know you got a massive schedule to keep and even just weekly updates on the forum is great. Nice to be able to bounce questions on you that the community cannot answer itself.

archerofhope wrote
Right now, I'm leaning away from using skills to operate vehicles towards attribute rolls.  Vehicle mounted weapons would be operated according to the weapon - usually Big Guns.  This makes sense in the meta perspective for simple vehicles as a piloting schema.  
I am personally liking this idea simply because we got enough skills to go with otherwise xD

archerofhope wrote
The only confirmed ground vehicles we have are trains, tanks, and some relatively simple "powered carts" (such as the super speedy cider squeezy).  The flip side is that we have a large number of airborne vehicles as well, of various configurations known in both Civilian and Military categories.  I intend to make a series of base chassis  for each vehicle type and allow for full customization in a style similar to Car Wars and the Deadlands-Green Road Warriors books.  There WILL be civilian vehicles and military vehicles, and lots of options for what you can do to both.  This includes the conversion of civilian vehicles to military-power level vehicles and vice versa.  Though I'm thinking that military chassis will probably have a lot more room for customization.  
One of the people in my playgroup has basically wanted to mad max hard with vehicles in a campaign for a while so this is amazing direction to hear. He is really happy about this.

archerofhope wrote
 
Related: I have mass combat mechanics that need to be tested, thank you for reminding me.  
This personally would be neat to see. There's been a few times in my playgroup's campaigns where there has been need for a larger scale combat than most (some of your char sheets have 20+ enemies for hordes) and things can get bogged down. This will be neat to hear the result of.

archerofhope wrote
 
The weapon mods are considerably more simple.  I thought I had a version of that book accessible?  I'll double check and make sure that is accessible tonight or tomorrow.
I'm with Rage on this one, suuuuuuuuuuuuper Hype over here.

archerofhope wrote
Cybernetics are augmentive, and more or less are just power-boosters for the characters that have them.
See that's what my playgroup has mostly been doing but I'm liking what Rage has suggested on this one, seems more fun!

Again thanks for all of this Archer, it helps more than you know :D
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
In reply to this post by archerofhope
Seeing as said thread never came to be and I don't think my new question warrants a new thread, here I am. What kind of power did small war machines run on? I'm talking tanks and vertibucks, mostly, or things of that scale. I have a player who been begging for a war machines of some sort, so I've got him collecting piles of parts to fix a crashed vertibuck, and I need to know what it runs on so I know what he has to look for. Electricity? Magic? Coal? A sail? So, yeah. That's it.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
Obviously Archer can contradict me with actual mechanics here, but from a fiction standpoint my understanding most machines were powered by spark generators or batteries (i.e. gems). If you look on Page 178 of the manual it says "Most conventional robots use spark batteries or spark generators as a source of power instead, which have a virtually unlimited lifespan unless drained by unconventional means"

Depends on power draw of the device but on page 241 it gives some information about a portable version of a spark generator, and I quote again, "but with a single spark battery it could reasonably provide enough
power for a two-story house for a day or two before the source would have to be replaced or recharged"

So likely, you would be running a spark generator of some sort, or batteries or something. Technically spark or gem power is magic power in the fiction, as gems have magic and all that. Again, reference fiction, the Great War started due to Coal, but as the war went on Equestria pretty much went full spark generators and other things non combustion based (hydro power for example) as they never had any real access to such fuel.

Of course you could have a steam engine based war machine (can run on wood or any scraps of coal you can find) or hell, attach a sail! Kind of up to you there.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
Alright, cool, thanks. I... May not have read much of FoE so I'm not well versed on fiction stuff. I shall do my best to put this knowledge into use.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

archerofhope
Administrator
In reply to this post by RageLokiCat
Pilot isn't on the skill list.... I don't know what you're talking about.  

The basic weapon mods book is now available.  With some additional race information, but it's a very bare-bones thing.  My life is too chaotic to spend the time I want to fixing it up.  
System Creator
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

archerofhope
Administrator
In reply to this post by Loaneal
In the fiction, we see a mixture of magical power and steam driven engines on both sides of hte conflict.  Ironically, Equestrian war machines leaned towards steam powered and coal-fueled war machines (augmented with gem-powered abilities or weapons, or using those as back-up power sources), while Zebra technology had the ability to make more modern war machines like Tanks, which work entirely on alchemical fuels (Chemistry: It works).  Only robots are known to be fully magically powered.  
System Creator
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
Oh, I see. That's actually a great help, thank you. That certainly makes it more challenging to use or repair, but I like that, more challenge is always good. I've been doing my best to work from the vehicles list when I can but as you know there are still lots of holes, some of which I'm hoping to help fill. Thanks again for taking time to answer my questions.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
In reply to this post by archerofhope
True, I guess you don't really hear too much about Equestria's machines outside of Raptors and the like. Most vehicles i know of are pegasi based (like sky chariots and wagons) or coal powered like trains. Guess subways woulda went electricity but really don't ever recall reading a lot about other vehicles from Equestria to be honest.

Also thank you so much for the new manual. My playgroup spent the majority of today drooling over it and just discussing every little thing in it xD Weapon mods were a blessing
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
This post was updated on .
Guess you didn't get my email, Archer posted that book back on the 6th, and I tried to let you know. Oh well. I've already started adding homebrew on to the weapons mods list, just doesn't seem complete to me. I've steered pretty clear of most of it, though, particularly cybernetics, as a lot of it feels broken or unfinished. Which, I mean, it is, given that it's not done yet. XD

Anyway, adding a little bit to add to this topic, I don't know if it's canon or not but apparently sky tanks had a single pilot that used literal wingpower and a 'Magical Conversion Engine' to power it, as well as 'Magical Multiplier Engines' for control, and I imagine similar ideas could work for other small flying machines, although we know for certain that vertibucks are nearly identical to Boeing's Osprey, in that it's clearly powered and moved by engines that turn forward after launch. I have a hard time imagining they are coal or steam driven. I could see a pegasus and magic circuits, though. Bigger enclaves ships would be a bigger stretch, though. We know they're held up with clouds, but moved forward? I just don't know.

Edit: Loaneal, we should connect on Discord or skype or something, I imagine we could benefit from being able to throw playtest ideas around and the like.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
I did not, but then I've been having trouble with my email (think I finally fixed it!), so that's a plus. Also I always just did the horrible thing of checking the front page xD I should have looked in the documents section.

Also I'm pretty sure Archer said that he wanted to do more with weapon mods but as we know time is a huge factor for him. To be honest I would rather see the other sections like cybernetics, shadow magic, and vehicles brought closer to completion before weapon mods worked on further. I think we can make some good ideas from there. Also please do share your custom weapon mods xD Me and my playgroup like taking ideas from here for perks, weapons, and more for our campaign if they seem balanced. But I'm with you on the cybernetics thing, not sure how to balance that one yet xD

Ya I can't see Thunderheads or Raptors being powered by coal xD Especially with the spark generators they had going on. Just really can't see them shoveling hundreds of pounds of coal into a furnace to keep those things afloat xD Not to mention that they are still flying 200 years later and where the hell would they get the coal?

Also I am on Skype currently (though people are trying to bully me into getting onto discord it's just such a pain to try and figure out), I will send you a message with my actual email so you can add me if you wish xD I'll warn you I'm kind of an asshole xD
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
Sorry for the delay, real life caught up with me for a bit, but I told it to wait its turn and I'm back! Sure, skype sounds good, and once we connect I'll link you my... Version of the expansion book. It's not just weapon mods, actually, but all of the stuff from this topic.
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

Loaneal
Ya for sure, I sent you an email I think? This forum is kind of weird xD But none the less it has been sent. Also kinda happy we got a few new magical perks and stuff, always felt there wasn't a lot there in the original manual...
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Re: Vehicles, Weapon Mods, and Cybernetics in v2.00+

RageLokiCat
This post was updated on .
I never received a message, so I'm going to go ahead and assume it got eaten. Just add me on skype at :P and I'll delete this message once you find me.
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