作者 主题: 【新繹】MotorCider  (阅读 5393 次)

副标题: 2020, Road Warrior Retropunk?, Eng(Chi later)

离线 Mounrou

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【新繹】MotorCider
« 于: 2020-08-02, 周日 11:45:08 »
In the far future of 199X, the collapse of world economy had resulted in the Final War that devastated 99% of the human population. In a barren radioactive wasteland infested by mutants, bandits and killer robots, the last remnants of civilizations banded together in fortress cities known as Ramparts in order to preserve and eventually thrive.
在遙遠未來的199X年,世界經濟崩潰導致的最終戰爭摧毀了99%的人口。 在充斥著突變體、土匪和殺手機器人的放射性荒原中,而最後剩餘的文明遺物則聚集在被稱為壁壘的要塞城市。

Yet even ramparts could not stand alone as individuals. Trde for necessarities, recovery of pre-war techs, specific resources that could only be mined or farmed or obtained off-sites. And exploratory armed force with speed and flexibility was therefore necessary.
但即便壁壘也不能單獨存在。必需品的交易、戰前科技的回收、只有城牆外才能獲得的開採、耕種或特定資源等等。因此具有速度和靈活性的武裝探索力量是必要的。

And these frontier guardians would eventually be known as MotorCiders.
這些邊疆衛士最終將會被稱為MotorCiders。
« 上次编辑: 2020-10-10, 周六 07:10:57 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotoCider
« 回帖 #1 于: 2020-08-02, 周日 11:46:10 »
<LifePath>

>Background (+1+1)
Rampart Citizen      學識/L+1, 知覺/A+1
      1/2) Labor-descent
      3/4) Craft-descent
      5/6) Guard-descent
      7/8) Harvest-descent
      9/0) MotorCider-descent

Rampart Elite         存在/P+1, 學識/L+1
      1/2) Committee-descent
      3/4) Healer-descent
      5/6) Technologist-descent
      7/8) Trader-descent
      9/0) Spiritual/Iconic-descent

Settlement             俊敏/N+1, 存在/P+1
      1/2) Gravekeeper/Ruin Clans
      3/4) Oasis/Settled Clans
      5/6) Burrow/Underground Clans
      7/8) Toll/Highway Clans
      9/0) Rampart Satellite Colonies

Waste Nomads       知覺/A+1, 強頑/S+1
      1/2) Waste Roamers Clans
      3/4) Husk Divers/Scavengers Clans
      5/6) Purifier Clans
      7/8) Lone Wolf
      9/0) You clan was destroyed by Robots/Mutants/Bandits/Ramparts

Bandit Camp          強頑/S+1, 俊敏/N+1
      1/2) Innocent/Convicted outcast of a Rampart
      3/4) Borne and raised in the camp
      5/6) Ventured in from The Waste with/without memory
      7/8) Escaped from whatever previous life and joined by own will
      9/0) Freed slave who fell in with his/her captors.
+???

>Run Style: (+2+2+1)
Pushers (Melee)       強頑/S+2, 俊敏/N+2, 存在/P+1,
Knockers (Range)     知覺/A+2, 學識/L+2, 俊敏/N+1,
Blunters (Defense)    學識/L+2, 強頑/S+2, 知覺/A+1,
Sprinters (Speed)     俊敏/N+2, 存在/P+2, 強頑/S+1,
Weavers (Tactics)     存在/P+2, 知覺/A+2, 學識/L+1,
+Tactical Commands

>Job Class: (+2+1+1)
Survivalists (Survival, Physical)                 強頑/S+2, 俊敏/N+1, 知覺/A+1,
Specialists (Relics, Operations)                 學識/L+2, 強頑/S+1, 存在/P+1,
Medics (Health, Analyze Life/Location)    知覺/A+2, 存在/P+1, 學識/L+1,
Riggers (Repair, Engineer)                       俊敏/N+2, 學識/L+1, 強頑/S+1,
Speakers (Communication, Conman)      存在/P+2, 知覺/A+1, 俊敏/N+1,
+Skills


==========================================

Sample Characters:

劇透 -   :
Sample Character 1:
Rampart Elite      存在/P+1, 學識/L+1
Weavers (Tactics) 存在/P+2, 知覺/A+2, 學識/L+1,
Speakers (Communication, Conman) 存在/P+2, 知覺/A+1, 俊敏/N+1,
存在 / Presence      5
學識 / Learning       2
知覺 / Awarenes      3
俊敏 / Nimbleness    1
強頑 / Stoutness      0
HP(P+S*2, 3Lvls) = 10/10/10

--------------------------------------------------------------------------------------

Sample Character 2:
Bandit Camp       強頑/P+1, 俊敏/N+1
Splinters (Speed) 俊敏/N+2, 存在/P+2, 強頑/S+1,
Survivalists (Survival, Physical) 強頑/S+2, 俊敏/N+1, 知覺/A+1,
存在 / Presence      2
學識 / Learning       0
知覺 / Awarenes      1
俊敏 / Nimbleness    4
強頑 / Stoutness      4
HP(P+S*2, 3Lvls) = 12/12/12

--------------------------------------------------------------------------------------

Sample Character 3:
Settlement         俊敏/N+1, 存在/S+1
Knockers (Range) 知覺/A+2, 學識/L+2, 俊敏/N+1,
Riggers (Repair, Engineer) 俊敏/N+2, 學識/L+1, 強頑/S+1,
存在 / Presence      1
學識 / Learning       2
知覺 / Awarenes      3
俊敏 / Nimbleness    4
強頑 / Stoutness      1
HP(P+S*2, 3Lvls) = 4/4/4

-------------------------------------------------------------------------------

Sample Character 4:
Rampart Citizen   學識/L+1, 知覺/A+1
Blunters (Defense) 學識/L+2, 強頑/S+2, 知覺/A+1,
Medics (Health, Analyze Life/Location) 知覺/A+2, 存在/P+1, 學識/L+1,
存在 / Presence      1
學識 / Learning       4
知覺 / Awarenes      4
俊敏 / Nimbleness    0
強頑 / Stoutness      2
HP(P+S*2, 3Lvls) = 6/6/6

-----------------------------------------------------------------------------

Waste Nomads    知覺/A+1, 強頑/S+1
Pushers (Melee) 強頑/S+2, 俊敏/N+2, 存在/P+1,
Specialists (Relics, Operations) 學識/L+2, 強頑/S+1, 存在/P+1,
存在 / Presence      2
學識 / Learning       2
知覺 / Awarenes      1
俊敏 / Nimbleness    2
強頑 / Stoutness      4
HP(P+S*2, 3Lvls) = 12/12/12

------------------------------------------------------------------------------

5*5*5 = 125 possible combinations

------------------------------------------------------------------------------

[fluff-related]

Your reason of becoming a MotorCider:
1) Justice
2) Vengence
3) Glory
4) Profit
5) Tradition
6) Crime
7) Debt
8) Violence
9) Insanity/Trauma
0) Circumstance

Your long-term goal: ( In terms of "___ of ___" )
1) Protection (Individual/race/idea/value)
2) Growth (Self/Others/Group/Location)
3) Recognition (Self/Others/Group/Value)
4) Vindication (Self/Others/Group/Value)
5) Conspiracy (Ending/Engaging)
6) Survival (Self/Others/Group/Location)
7) Worth (Self/Others/Group/Location)
8) Legend (Self/Group/Location/Value)
9) Elimination (Individual/group/race/location)
0) None (Nihilist/Narcissist/Uncaring/Wavering)
« 上次编辑: 2020-12-12, 周六 13:57:16 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #2 于: 2020-08-02, 周日 12:01:33 »
A "MotorCide" was a fully-armored, single-rider motorbike with 4 Components:

1) "Ride", the base motorcycle.
2) "Fore", the front armor shell + weapon system
3) "Aft", the back armor shell + weapon system
4) "Rig", special-use type gear of various functions.

The reason motorbikes were chosen to be the basis of MotorCides:
1) Manpower. - (There were just not enough riders for multi-manned vehicles.)
2) Efficiency. - (To maintain the same speed with the same level of protective armor plating, a normal-sized 4-wheeled vehicle would cost 3.2x energy and 2.1x maintainence by comparison.)
3) Versatility - (A motorcycle was more agile, and could traverse more types of terrain than bigger vehicles.)
4) Disposability - (With the high chance of death that came with the job, the lost of one person + motorcycle was always cheaper than a multi-manned bigger vehicle. Especially when the death rate between the two were almost identical regardless.)


<Ride Parts>
Various Motorcycles:
>MotorCrickets: Old style ATB  (Light, Manuverable.)
      Sharp = 4
      Speed = 2
      Swerve = 2
      Total Armor(HP) = 2(x5) = 10(5/5)
>MotorDavies: Heavy Powerbikes. (Strong, Heavy.)
      Sharp = 1
      Speed = 2
      Swerve = 4
      Total Armor(HP) = 4(x5) = 20(10/10)
>MotorSprints: Race Speedbikes. (Fast.)
      Sharp = 2
      Speed = 4
      Swerve = 1
      Total Armor(HP) = 3(x5) = 15(8/7)
>MotorRoadsters: Descend from common motorcycles. (All Round Average.)
      Sharp = 2
      Speed = 2
      Swerve = 2
      Total Armor(HP) = 4(x5) = 20(10/10)
Plus Special types.

<Fore Parts>
Dual Chainguns
Micro Rockets
Ram Shields
Grip Arms
Firebreathers
Boomer Tube (Massive Railgun)
Lightning Harpoons

<Aft Parts>
Dual Chainguns
Micro Rockets
Hypershifts
Grip Arms
Firebreathers
Slick Sliders
Mine Throwers

<Rig Parts>
Smokeys (Smokescreen)
Boom Flashers (Massive Flashbang Screen)
2nd Runner (Sub AI assistant MotorCide)
Roto Aide (Quadcoptors)
Fryer (EMP shock)
Mirror Sheath (Stealth)
ORA (Optimal Ride Adjustment)
Self Destruct
Mortor Lock (Grounded Mortor Gun)
Pulse Barrier (Pin-Point Energy Shield)



Other vehicles did exist, especially large freighter trucks, but in terms of cross-country missions MotorCides were the mainstream.
(There were almost no airplanes or boats left. Planes were due to their cost and complexity plus both the Killer-AIs and Mutants were vastly superior in that area, and boats were due to nobody made any long-distance travel anymore and that the sea was even more radiated than the land was.)

Human(oid) Damage Level = T5 as usual.
Motorcides & Vehicle Damage Levels = Mostly T6, rare T7.
« 上次编辑: 2020-12-11, 周五 15:32:33 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #3 于: 2020-08-02, 周日 12:04:00 »
<Main Mission Types>
Chase Extermination/Invasion (Kill)
Cargo Escort (Protect)
Relic retrieve (Get)
Settlement Protection (Help)
Site Exploration (Look)
Blockade Running/Smuggling (Sneak)
Racing (Chase)

<Sub Mission>
Convince... (Friends, Enemies, Neutrals)
Steal... (Object, Person)
Threaten... (Friends, Enemies, Neutrals)
Encourage... (Moral, Cooperation, Growth)
Prevent... (Destruction, Enemy Success, Certain incident natural/unnatural)
Deliver... (Object, Person)
Hold... (Location)
Time Limited... (Yes, No)

<Battlemat types>
Normal maps
Chase maps

<Enemy Types>
>Rouge AI Killbots   
(70% of lands were uninhabited, and Humans/Robots each held 14% in splintered parts)
>Bandit Groups      
(Robber Baron states that're fully armed)
>Mutant Animals/Humanoids/Others (Held 2% of surface, and everything beneath. Noncommunicative.)
>Enemy Ramparts/Motocides
(Fighting for various reasons be it greed or necessity.)
>Rouge Settlements
(Non-Rampart autonomus settlements of highly varied cultures, who generally distrusted the Rampart cultures and could held their own ground, but not exactly enemies most of the time unless provoked.)    >Terrorist Groups
(In-Rampart rebels with various ideals, but unified in their goal to destabilize the current Rampart leadership.)

 
<Sub-Enemy Types of robots and mutants>
--->Robots
---->Bioroids = Designed based on animals.
---->Vehicles = Designed based on vehciles.
---->Machimize = Designed for absolute efficiency under a robot frame.

--->Mutants
---->PostNaturals = Advanced form of native animals.
---->Mythics = Mutations that resembled fantasy/occult monsters.
---->Wraiths = Muataions that resembled Natures/Elementals.
« 上次编辑: 2020-08-06, 周四 21:02:57 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #4 于: 2020-08-02, 周日 12:20:07 »
<Culture>

(NOTE: Half of what made Retropunk worked was "DON'T ASK WHY", so don't.)

Ramparts generally had the equilvalent scientific/cultural-level of Mid-1990s. Eg.
>TVs were CRTs
>Phones were landlines in general. Cellphones were rare, bulky, and could only be used as phones.
>The more powerful something was, the bigger the size.
>Computer power was equal to 486-era with VGA graphics, but for some reason it was enough to power Killer-AIs.
>No internet. Books were paper-based and expensive due to not many printing presses left after the Final War.
>DNA = Don't have aNy Answers.
>Fashion-sense... !!!-_-... Spiked Shoulderpads and Pink Mohawks, the "You're already dead" fashion-sense...

Things that were distinctively non-1990s:
>Almost all Ramparts used Nuclear as their main source of energy, and technology to recycle radioactive waste into usable energy was open knowledge.
>Fuelcell technology was leaps and bounds more advanced due to necessity.
>A very basic forcefield technology existed, but it wasn't that useful or powerful. (A footlong tube device would be able to manifest an almost-invulnerable pin-point energy barrier of 10-cm radius for one second, but the size and energy requirement grew exponentially larger, that something with 20-cm radius or 2 second duration would be the size of half a truck with an increased failure rate. And parallel stackings of multiple devices would interfere with each other and made the whole setup useless, etc.)
>While it was post-199X, it had been decades after the final war, so the actual year was more 202X. There simply weren't enough space in the radiated wasteland for culture to evolve.

Living Standard:
>In Ramparts, people could still maintain pre-war levels of living ie. Electricity, Running Water, Paid Medical Care, Market Seller, etc.
>Out in the waste, living arrangements could vary widely from rural to scavenging to stone age.
>Killer Robots maintained empty cities of near-SciFi level for unknown reasons, and enough firepower to defend them as well.


Global Pop of the year:
-52 mil. (Avg Rampart pop of 2000 = Approx 260000 Ramparts/Satellite Sites/Settlements in the world. That number was currently reducing at 0.5-2% per year due to various reasons.)
(Real World comparison:
Population 2000: 6 Bil 143 Mil.
In 2016, ther're roughly more than 380000 towns - Place with less than 20000 people. - in the world;
In 2020, there're about 10000 cities in the world with at least 50,000 pop each;
52 Mil is a very tiny number by comparison.)

===================================================================

Compositions of a Rampart:

-A Rampart was a fortified town usually of 500-3000 residents.
-It would be surrounded by walls or otherwise defensive structures to deter aggressions.
-While its central facilities would be stationed in the city proper, it would be impossible for everything to be inside one wall. Farms and ranches for example would usually be separated in nearby sub-forts due to their requirements and to not put all the eggs in one basket.
-Ramparts could fall under different political systems, as there were no central governing bodies in power anymore, and it was extremely hard for one Rampart to hold power in another one far away.

-Usual vital facilities of a central Rampart:
>Nuclear Generator. (Usually size of a 3-floor building. The generator was 3 meter-cubed, and the rest were shieldings and treatment plants.)
>Storage and Sorting Houses for all resources
>Machine Shops.
>Governing houses (Depending on types of government.)
>MotoCider Lounge. (Could be one or multiple depending on types.)

-Optional facilities in, or Satellite/Off-site facilities of Ramparts:
>Farms and ranches
>Mines
>Radiated Waste Recycling plants
>Walled-off "safe" ruins for salvaging.
>Prisons for Peoples/Mutants/Killbots.
>Locations of cultural/moral/religious/spiritual significance.
>Tactical forts/chokpoints.
>Protected Highways.

-Rampart styles"
>Walled cities
>Megascrapers
>Underground caves
>Bartertowns
>Reinhabited Ruins
« 上次编辑: 2020-11-24, 周二 11:24:19 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #5 于: 2020-08-06, 周四 20:53:39 »
>Skills 
Survivalists (Survival, Physical)
-Waste Survival              Seek shelters, edibles and avoid troubles in the waste in general.    *CORE SKILL*
-Radiation Survey           Gauge the current locales level and source of radiation.
-Agricultural Science      Farming knowledges and tools and sciences.
-Livestock Handling       Ranching knowledges and tools and sciences.
-Tracking                        Recognize, identify and follow tracks.
-Killbot Behaviours        Understand and estimates the movements, tactics, physical capabilities of Killbots in general.
-Mutant Behaviours       Understand and estimates the movements, tactics, physical capabilities of Mutants in general.
-Trapping                       Create, Disarm and Find potential locations of traps.
-Navigation                    Navigate and find the best path in the waste.
-Animal Riding               Ride all sorts of animals.


Specialists (Relics, Operations)
-Prewar Cities Navigation         Understanding the structure of complicated maze-like prewar metropolis, their purposes and where things would be located.   *CORE SKILL*
-Prewar Artifacts                       Recognize and guess the purpose, condition and operation of prewar objects.
-Research & Identify                 Understanding the unknown through examination and experiments.
-General Academics                  General understanding of everything not covered by basic skills, and where to find clear answers.
-Salvaging                                 Finding usables in prewar environments.
-Language & Cryptography      Understanding prewar linguistics & languages and what they might mean, as well as various form of en/decryptions.
-AI Systems                                Understanding the fundamental protocols & psychologies of all AIs as well as how to exploit them.
-History                                      Knowledge of old world events, mindsets, and terminologies.
-Old World Vechicles                 Operating the multitude of various specialty vehicles that were different from general cars & trucks.
-Cutting Edge Sciences              Very simple understanding of super-technologies that were already boundary-breaking back in the Old World. (Genesplicing, Practical Unified Theory, Antigravity, Matter Conversion, FTL, etc.) Enough to use but not enough to improve or develop.


Medics (Health, Analyze Life/Location)
-Diagnosis                           Confirm source of unwellness of a patient.   *CORE SKILL*
-Treatment                          General health treatments of health problems.
-Poisons & Diseases            Cause and treat poisons & diseases.
-Surgeries                            Advance medical operations.
-Mutant Biology                  Recognize the strengths and weaknesses, requirements, environments & processes of a mutant's mutations.
-Pharmacy                           Create medicines, from local herbs to advanced factory operations.
-Psychiatry                          Treatment of Minds
-Veterinary                          Treatment of animals
-Forensics                            Examine a corpse or an environment to determine what happened and how.
-Pathologies                        Trace the source and path of a disease, and estimate its potential spread and alteration.

Riggers (Repair, Engineer)
-Reapir & Maintainence       Repair skill.   *CORE SKILL*
-Construction                       Building facilities, as well as understanding the purpose and design of structures..
-Fast Rigging                        Quick & Dirty crafting of simple tools that were intended to be one-use.
-Mining                                Creating safe mining-tunnels, find ores, and the science and requirements of mining.
-Nuclear Systems                 Construction & maintainence of nuclear reclaimation systems, and the how and why of their designs.
-Cracking                              Breaking security systems, AI protocols and general mechanical/electrical locks.
-Demolition                          Craft, use and placement of explosives for maximum effects.
-Vehicle Design                     Construction & Modification of vehicles commonly available.
-Barrier tech                          Construction & Modification of E-Barriers
-Craftsmanship                     More traditional Artisanship, Crafting and Carpentry.

Speakers (Communication, Conman)
-Negotiate
-Convince
-Intimidate
-Etiquette                    The ways to act appropriately/inappropriately in all circumstances.
-Tactical Command      Leadership in combat situations
-Psychoanalysis           Read and gauge someone's behaviour through observations and actions
-Bureaucracy               The process of any governing systems & organized structures, its layer of powers, purposes, and what each of its parts represented.
-Blend-in                     Behave like one belongs to where he currently is, wherever it is.
-Rally & Speeches
-Deduction                    (Regular sleuthing don't need any skills; This skill is a "skip button": If PC made the roll and ask the right question, then  just tell him the answer specific to the question he asked. Though badly failed rolls could also lead to partial answers... Or ones that were way wrong.)

General Skills
-Acrobatics
-Athletics
-First Aid
-Stealth
-Surveillance
-Searching         
-Brawling                   Skill of infantry melee in general. Unrelated to MotorCide Combat.
-Sharpshooting         Skilled use of infantry range weapons. Unrelated to MotorCide Combat.
-Local Lore                Understanding of local history, behaviours and politics.
-Clout                        Fame and the personality to utilize it in full.

MotorCider Automatic Skill: (No rank lv)
-Motorcide Operation                    Driving and stunts of Motorcides.   *CORE SKILL*
-Motorcide Combat                       Uses of Motorcides' Combat Systems.   *CORE SKILL*
-Gunnery Operation                       Operate manned turrets in vehicles or positions.   *CORE SKILL*
« 上次编辑: 2020-11-11, 周三 12:11:38 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #6 于: 2020-09-05, 周六 19:00:15 »
戰鬥系統("FastHack"- ver. MC)
 
         戰鬥系統:
             -)回合開始時,先決定所有人相對位置。
             1)玩家從『Sharp/Speed/Swerve』,按『最重要、次重要、第三重要』排序,從左至右排列。
             2)從角色擁有之『指令』中挑選1-2項。
             3)擲3d6,從大至小排列出『上、中、下』,按1所選擇從左至右分配骰。
             4)屬性+骰+修正。
             5)按總速度值排列行動先後。同值為同時發動。
             6)發動『指令』。比較各種攻守行動值。同值為減半傷害。
             7)傷害。

   Regular Fasthack vs Fasthack-MC
      Sharp = Attack, and actions that are sense-related < Hit rate
      Speed = Speed, and actions that are speed-related < Move speed, special effect success rate, movement calculation factor.
      Swerve = Defense, and actions that are mobility-related < Dodge rate, special effect defense rate.

   Command List:
      MotoCider don't have a complete command list.
         -There are "Common Actions" That all can perform.      
         -Each Class/MotoCide/Equipment also has their own 1-3 commands.
         (Avg # of Command a character should have = est. 14 or so?)


   Sample "Common Actions": (They are all Speed-type actions BTW)
      Draw - Draw target into engagement area.
      Push - Push target out of engagement area.
      Shift - (Chase Map) Move one zone forward/backward; (Free/Normal Map) Move into/out of Engagement Zone.
      Ram - Basic Speed-based melee attack to target in same zone. Both sides take same damage equals to Final Speed Score. (Damage is not med-dice as usual.) Must make Swerve-roll or slide/skid if miss.
         (*"Engagement Area* is the current melee zone of the abstract map. On a chase map it'll be the middle zone. On a free/normal map it'll be the current centre of the map which constantly shift according to how the people move.
          Again, HEXA use an abstract, shifting map that assumes everyone are always moving. This will especially be true with people in high speed vehicles.)
         (*Attack and Defense actions are class/equipment-specific, and are not Common Actions... Individual combat will likely use the regular Fasthack system, but its not the focus of the game here.)


         Chase Map vs. Free Map
                  Chase Maps are 3(5?)-zones maps that is separate into Fore/Med/Aft portions. In a chase it is always assume that everyone are always moving forward (Because they are... Moving Vehicles right?).
                  ---Units can "lose" in a chase map by either getting destroyed or being pushed off the "Aft map" and out of play.
                  ---In a race, people with the fastest Speed in the Fore map during the last round would win.
                  ---In an Armored transport-type mission, the armored freight would always stay in the "Med map" area. (Hence the potential need for 5 areas.)
                  ---"Natural" road conditions almost always appear in the Fore map, and then gradually move backward one zone each round.
                  ---The length of each map area portions can vary, for ease of use just assume they're about 250m or so each.
                  (Maybe a motorcide combat speed is like 100km/h? That would mean they're travelling at 1.6km per minute. One round would be around 10 seconds, so that's about 266m... But since the game wouldn't actually use meter-measurements, all these numbers are just nonmechanical fluffs.)
                  (Anyhow ever seen a car skidded at 100km/h? At those speed anything other than normal driving would be f__king scary.)

                  Free Maps are circular, with one central "melee" area surrounded by 4 fringe areas.
                  ---The map is still constantly moving and not inside one limited area... This "map" is just for easier game management.
                  ---One unit can move into one adjacent area per round if wished.
                  ---Abilities behaved one way in chase maps, might behave differently in free maps.


Attack Ranges in MotorCider:
         *Works slightly differently than in other games, because the "speed and reach" of a moving vehicle is different form a human.
                 "Melee" attack range includes in-grapple vehicles and vehicles in same zone.
                 "Range" attack range includes vehicles in same zone, as well as one zone beyond. NOT in-grapple range.
                 "Outer" attack range includes vehicles one zone and beyond. NOT in-grapple or in the same zones.
         (***Okay, so that essentially makes in-grapple a zone in and itself? ?___? )
         (***Need to rename this later... Or restat the whole thing since this is confusing in itself, and even more confusing if used with other games.)
         (***Maybe I should call it "Grappling/Firing/Sniping/Bombardment" ranges instead?)


*1 round = 3 sec.
« 上次编辑: 2020-12-12, 周六 11:28:39 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #7 于: 2020-11-23, 周一 11:32:35 »
Run-Style Command List (Prototype unstated/untested)

===All Run-Style Command  (except passive ones) cost TRICK points to use. (usually 2 to 4?)
(TRICK is the 6th stat in this game, every combat starts with (Presence/2rdup) trick, and add (Presence/3rdup) at every end of round)

Pushers (Melee)
>Improve Ramming - (Passive) / T0 / Only takes 1/2 damage ramming. No damage taken with [Ram Shield] Equipment.
>Barring - (Command - Swerve) / T3 / Reduce target [Speed Dice] to 0 next round, ie. Only target's basic Apt & mods are used.

Knockers (Range)
>Trcik Shot - (Command - Sharp) / T2 / Turn one single target melee attack into ranged attack.
>Full Brake - (Command) / T2 / Drop back one zone [at the beginning of current round on step 6.] regardless of [Speed]. Any melee attack directed at target will auto-miss. / In zone-free maps, [bonus to dodging melee attacks this round]

Blunters (Defense)
>Attack Angling - (Command - Swerve) / T3 / Reduced damage taken to 1/2 this round.
>Intercept - (Command - Speed) / T2 / During step 2), Make attacks directed at one target [this current round]  with lower Speed attack you instead.

Sprinters (Speed)
>Quickster - (Command) / T2 / During step 6), Always act before any others [this current round] regardless of speed or abilities (eg. Full Brake, Intercept, etc. This command has total priority over everything else.)
(Multiple Quicksters in the same round will all act simultaneously at once.)
>Speed Demon - (Command) / T2 /  During step 2), Change one non-speed dice into speed dice [this Current Round]. (eg. For a normal dice set like Sharp/Swerve/Speed, you can change it to Speed/Swerve/Speed or Sharp/Speed/Speed.)

Weavers (Tactics)
>Tactical Assist - (Command) / T2 / During step 2), Give [one chosen dice, with its type retained] to another this round. (eg. You can give your Speed dice to another, meaning your speed dice is zero, while your target gets bonus equal to the dice to his Speed this round. ==> As this action [gives the whole dice], it is affect by [commands that affect dice] as well.)
>Assault Coordination - (Command) / T2 / During step 2), select target. Target gets -1 to all dice this current round, for every friendly attacking it this current round, to a total of up to -1/Presence.
« 上次编辑: 2022-09-08, 周四 10:47:00 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

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Re: 【新繹】MotorCider
« 回帖 #8 于: 2020-11-23, 周一 11:45:22 »
Ride-Parts Command List (Prototype unstated/untested)

===All Ride-Parts Command (except passive ones) cost TRICK points to use. (usually 2 to 4?)
(TRICK is the 6th stat in this game, every combat starts with (Presence/2rdup) trick,  and add (Presence/3rdup) at every end of round)

MotorCrickets (Nimbleness) (Lightweight)
>Sidewinder - (Command - Swerve) / T3 / Ignore road conditions this round, +3 Swerve.
>Backswipe - (Command - Sharp) / T2 / Melee Attack. Reduce target Swerve by 3 (ie. -3) next round.

MotorDavies (Output) (Heavyweight)
>Power through -  (Command) / T2 / [Immediately remove all penalties and negative effects on step 2] via blunt output. (Negative effects received after ability use in same round still applies though.)
>Alpha Strike - (Command) / T4 / Use ALL combat commands from BOTH Fore/Aft/Special Weapon Parts at One single target, regardless of range limitation. All Weapon/Special commands cannot be used for next 2 rounds.

MotorSprints (Speed) (Lightweight)
>Full Speed Forward - (Command) / T1 / Basic Speed + 3.
>Stunt Ride - (Command) / T3 /  During step 6), Immediately move forward one zone at beginning of current round regardless of Speed. Cancels out with opposite Commands of course (ie. Full Brake, etc.)

MotoRoadsters (General) (Middleweight)
>Simple is Best - (Command) / T3 / During step 3), Roll 4 dice this current round and use the 3 of your own choosing.
>Emergency Boost - (command) / T2 / During step 6), Use ANY ONE COMMAND immediately regardless of cost or cooldown or condition as long as it is functional at the time (eg. Not Ping or tased or otherwise disabled). Remove this card, as well as the command card used, from the rest of combat afterward. This Command can only be used ONCE PER COMBAT.
« 上次编辑: 2022-09-08, 周四 10:49:19 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: 【新繹】MotorCider
« 回帖 #9 于: 2020-11-23, 周一 12:26:28 »
Fore/Aft Weapon Command List: (Prototype untested/unstated)

===Weapon Commands are equipment-based and cost nothing to use.
(Need to have effects other than "Slip" and "Burn")
(While hit/dodge are based on respective dice types, damages are always med-dice unless +/- are specified.)
===Weapons are separate into Fore & Aft portions because that's how wide their arcs are: 180 degree separations that covers ONLY either the fore or the aft arcs. A Fore/Aft weapon could therefore only fired at "one's current zone and forward/behind" respectively, at least on the chase map types. On a free map type this would be ignored though. (Or maybe I should just ignore this bit for simplicity sake I guess?)
===Fore/Aft Ride Armors have separate HPs, where a motorcide is out of play when one sides is broken... Or should I just lump it into one for simpler bookkeeping?)


Dual Chaingun (Fore/Aft)
>Chain Shots - (Command/Sharp) / Basic Range Attack.
>Sustained Volley - (Command/Sharp) / -1 Damage rank, attacks [everyone] in targeted zone.

Micro Rockets (Fore/Aft)
>Rocket Shots - (Command/Sharp) / Basic Range Attack.
>Rubble Blast - (Command/Speed) / Destroys the road ahead of target, [Cause Slipping Effect].

Ram Shield (Fore)
---Ram Shield effects cannot be disrupted, as its effects are all essentially from it being a lump of tougher-than-average metal.
>Hardened Shell - (Passive) / Halve 1/2 Ramming Damage.
>Improved Materials - (Passive) / Increase Fore HP.

Grip Arms (Fore/Aft)
Comes in set of twos
>Punch - (Command/Sharp) / Basic Melee Attack, [Cause Slipping Effect].
>Catch - (Command/Speed) / Melee Grab and hold motorcade, target will always stay in same range zone unless they made a [Swerve] Roll specifically to [break free].
>Throw - (Command/Speed) / Throw a [Caught target] that is [Of equal or below weight as the motorcide]. Can also throw at another target. Target(s) must roll against [Swerve] to avoid [melee damage and Slipping Effect].

>>>Special : Both Fore/Aft weapon slots have Grip Arms equipped.
>Spider Hop - (Command / Speed) / Ignore road condition. can also be used as [Special range ramming attack that causes slipping].
>Windmill Spin - (Command /Sharp) / Melee attack [everyone] in same zone.

Firebreathers (Fore/Aft)
>Dragon Breath (Command/Sharp) / Low Dice damage melee attack that lasted for Low Dice in rounds.
>Heat Flare (Command/Speed) / Create Fiery Clouds to reduce accuracy; Penalty for everyone who tries to attack the zone this motorcade is in for this current round equals to Speed Dice.

Boomer Tube (Fore)
---It would be impossible to modify a Boomer tube into Aft equipment, at least for something the weight of motorcides. - The kick from firing it would wreck the motorcide when it was fired at any angle but straight forward. Something like the size of an armored freight truck though... But that's not something designed for use of PCs. 
---This is the only 2-zone weapon other than the mortar.
>Boom Gun (Command/Sharp) - Attack single target [one zone or more forward]. Damage = All dice totaled. 3 round cooldown after every use.

Lightning Harpoons (Fore?) [Aft should work too maybe?]
>Taser Shot (Command/Speed) - Disrupts equipment-based commands. [They cannot be used this and next round]
>Reeling (Command/Speed) - Pulls target into own zone.

Hypershifts (Aft)
>Nitro Run (Command) - Double [Speed Dice] this current round.

Slick Sliders (Aft)
>Oil Slick (Command) - [Cause Slick (Penalty to all dice)] to [everyone one zone behind] for this and next round. Or to one single group of targets in a free map.

Mine throwers (aft)
>Mine Lobbing (Command/Speed) - +1 Damage rank Basic Range single target attack [to same zone or behind] (In free maps, to any target).
>Sow Mines (Command/Speed) - Basic Range attack [to everyone one zone behind]. In free maps, sow mines in the target zone that remains active until the someone runs into it (Everyone that enters must check against it.)
« 上次编辑: 2020-11-25, 周三 08:44:55 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )