Quote:
Originally Posted by ChalkLine
The book tells us the following:
However this isn't how it happens in real life. In reality no matter how carefully you look after your vehicle it will wear out if you drive it forever. Some parts are designed with quite short lifespans such as the plastic and rubber elements of suspension. Now, even the mighty Monk of the rulebook making new rubber gaskets out old inner tyres is going to have to admit defeat at some point when the actual struts wear away. This isn't covered in the rules and I think we should come up with some for it.
Essentially it means we're going to have to work out how may hours of use a wear value correlates to. This is going to be sucky as not only does this vary with component it also varies with vehicle type.
So instead of a table or list we're going to need a rough formula that a GM can use to say when the vehicle has advanced another wear level.
My first thoughts is that it might relate to vehicle weight, but here I'm not so sure how to do it or even if that's right.
The second is obviously going to be time used rather than kilometres driven. However this starts to look suspiciously like someone's going to have to keep a log for the vehicles and no one wants to go there. (I have actual clinical OCD and I don't want to go there)
Any thoughts? Is it just too hard and the GM might just make a call occasionally?
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This may --
may -- help flesh out a vehicle like the 577 that was my first vehicle on active duty -- an old 577 (I was in an FDC for a mortar platoon), which had an electrical system you couldn't overload if you tried (in the field we even hooked up a boom box to the intercom system via a skunked up interface module that one of our guys that was handy with electronics made), but is you were going down a steep hill, and you managed to reach 6 mph, you were zooming! Even repeated trips to 3rd Echelon maintenance could stamp out this problem. Components
do wear out at different rates.
It's what really happens, but it would be a nightmare to keep track of in a game.