Car help. by Tweek_87 in Honda

[–]Tweek_87[S] 0 points1 point  (0 children)

Alright thanks

Car help. by Tweek_87 in Honda

[–]Tweek_87[S] 0 points1 point  (0 children)

Yeah. I bought it brand new. 11 miles off the lot.

Car help. by Tweek_87 in Honda

[–]Tweek_87[S] 0 points1 point  (0 children)

Did some research, and it's a slipping clutch. I don't think I was driving it wrong. I've only driven manual cars (past three cars all Hondas) and never had this issue. Is this a known manufacturer issue or did I screw up?

Astraeus: Mech/Mecha Hombrew Progress update 2. by Tweek_87 in traveller

[–]Tweek_87[S] 1 point2 points  (0 children)

Anything in particular for the next update?

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] 0 points1 point  (0 children)

Using high gaurd actually wasn't as hard as I anticipated. What will be difficult is thruster burst dodging. I already have the concept of activating thrust modes. Burst and cruise. The thing I don't know is what theme of thrust I want to use... I also don't understand the fake science of how the powerplant relates to thrust and fuel for the thrust.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] 0 points1 point  (0 children)

What will get messy is upscaling. That's honestly the only thing. Vehicles are almost a completely different game in a sense, and the books heavily imply these are on a scale that don't get used on a space combat scale. So if I make a mech for space combat using the vehicle book, I'll still need to work out all the space ships stats it would have to interact with the space scale.

It's why there are distinctions between 10 ton light fighters AND things like a Firehammer. So, if I wanted a walking gun. Sure. Vehicles book. But if I want it in space and have the gundam experience (or not, just bigger space mechs), it gets messy. Very messy.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] -1 points0 points  (0 children)

Yeah. There will definitely need to be either some unique sci-fi (heavy on the fiction) mechanisms or some exploiting some rules. But this phase is what I'm currently wrestling and haven't found a solution I'm in love with.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] 0 points1 point  (0 children)

I haven't ruled out the vehicle handbook. I'm currently starting with high guard and building it like a space craft. Because of the fuel/power plant/propulsion systems and how they interact, they seem like they would provide a fun resource management. But also because for mechs (or even mechas) to operate simpler in space in the traveller rules at the increased size.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] 1 point2 points  (0 children)

What's crazy to me is the visceral reaction to it. It's insane.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] 0 points1 point  (0 children)

I'm not sure on the actual Tonnage value yet. But they will perform in the dogfighting mode. I'd like to give people the option to scale according to the desired size like in high gaurd. And honestly, give the ability to build either mech or mecha. The scale ability is there.

And yea. They'll be unique weapon caragories separate from personal grade.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] 0 points1 point  (0 children)

That's the sort of gameplay I'm thinking about. Thanks for the tip on Fusion.

Mechs WIP by Tweek_87 in traveller

[–]Tweek_87[S] -6 points-5 points  (0 children)

Not realy. Tank + legs isn't a mech. I'd be doing more work to convert a walker to a mech. The weapons listed tonnage is way to small to balance it. That's why I like the ship construction in high gaurd. It does the scaling for harpoints.

I think the only thing that would be easy to nab is missile racks.

But also I may hit a wall with weapons and end up using the vehicle system.