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- Newsgroups: rec.games.mecha
- Path: sparky!uunet!spool.mu.edu!think.com!ames!agate!stanford.edu!rock!concert!samba!usenet
- From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
- Subject: Re: high-speed hovertanks REDUX!
- Message-ID: <1992Dec23.034511.15847@samba.oit.unc.edu>
- Sender: usenet@samba.oit.unc.edu
- Nntp-Posting-Host: lambada.oit.unc.edu
- Organization: University of North Carolina Extended Bulletin Board Service
- References: <1992Dec20.173113.1343@samba.oit.unc.edu> <1992Dec23.001954.9921@u.washington.edu>
- Date: Wed, 23 Dec 1992 03:45:11 GMT
- Lines: 61
-
- In article <1992Dec23.001954.9921@u.washington.edu> foregone@stein.u.washington.edu (Carl Chavez) writes:
- >In article <1992Dec20.173113.1343@samba.oit.unc.edu> Jesse.Taylor@launchpad.unc.edu (Jesse Taylor) writes:
- >>WHAT IF (aiii! not the dreaded whatif!!) you mounted something in a
- >>vehicle similar to the Rigger Controls in ShadowRun, or perhaps a Virtual
- >>Reality control suit for the pilot. It is technologically feasible for the
- >>IS (the can build 100-ton stomping battle machines. and you're telling me
- >>they can't build VR?!) and the system needn't be as complex as the
- >>neurohelmet, since it doesn't have to do the stuff with the myomers. It
- >>would give the pilots every bit as good a reaction as the 'warriors.
- >>Of course, it would be more expensive, and possible (probably) more
- >>massive than the current controls, meaning that the current style of
- >>suicide vehicles wouldn't work in a cost-based system, and tonnage-based
- >>vehicles would be less kick-rear.
- >
- >Actually, why don't we modify vehicles so they can the same neurohelmets
- >as mechs? Let's see, a mech cockpit is 200000, so let's say the computer
- >system costs about 100000 and is 1 ton. This will allow vehicles to move
- >with mechs, but will increase the cost enough so that munchkin vehicles
- >can no longer be affordable or weight-effective.
- It's not necessary to mount a neurohelmet in a vehicle -
- neurohelmets are for the utilization of myomers, and so that the 'mech can
- move like a (very, very large) human. The complex electronics could be
- simplified for vehicles.
- Another reason (IMHO) why 'mechs would move first is... (ok, think
- about it...) They've got a GREAT view of the battlefeild from those
- 30-meter high cockpits.
- So.
-
- What you need is to mount a turretlike thing on the top of the
- vehicle, with a gyrobalance and sloped armor and the pilot inside, so that
- he gets a great, stable view of the battlefeild. PLUS the VR controls.
- This goes a long way to killing the munchkin tendency, because to make a
- vehicle that can fight 'mechs at their speed, you have to stick in a lot
- of equipment, plus you make the pilot vulnerable.
-
- VR Control aRray (VRCR)
- This is mounted on a vehicle in place of a turret, or as part of
- an existing turret. The VRCR has a gyrobalanced cockpit enclosing the
- pilot and a Virtual Reality control device. The VRCR/Turret rotate in the
- same way as the head of a 'mech. The turret weapons can only fire in the
- direction the cockpit is facing. A breach in the cockpit armor disables the
- gyros, rendering the system useless, and the vehicle will move the same as
- a normal one. If the turret is destroyed, the vehicle can no longer move,
- but as the gunner is in the body, the non-turreted weapons can still fire.
-
- Tons: 2, including 8 pts turret armor.
-
- How's this do, or is it still too munchkin? I think that, true, 'mechs
- should be the focus of the game, but specialized vehicles that can fight
- close to the level with 'mechs should be allowed too - with the
- restrictions of the VRCR.
-
- Suggestions?
-
- JT
-
- --
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