#1
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Vehicle suggestions
I don't recall if there is a general vehicles thread. Each has been dedicated to one specific vehicle.
So suggest away... What to add to the game. What to take away / delete. What is your reasoning? I think there is enough drawbacks for the Project to have stopped with the V-150 by the early eighties and adopted a different wheeled APC entirely. |
#2
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Its odd, but my group wanted to use a modified Humvee. And I can see the benefits if allowed to modify the basic body rather than use the standard body. I believe in the end we wanted to heavily modify a armored M997 Maxi-Ambulance with the extra space given to the groups cargo needs and seating and a new gun with hatch mounted on the roof.
I can also see the worth of a Stryker as a transport choice though I would think the weight mat be an issue at times. But it has the benefits of being tough enough to deal with most issues and cargo capacity. Me, I always figured that putting all the eggs in a single basket was a bad idea and that the option for modified jeeps would be the way to go. Two jeeps per team and if you were waking up five years after a nuclear war they would have the benefit of plenty of spare parts and easy to repair. Using a basically now civilian vehicle has the benefits of blending in more as well. |
#3
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I don't have the new version yet, just the old version... but I think Science-One was the only vehicle I kept the last time I played. The rest are dated and/or impractical and/or conspicuous compared to what else they could do. The Science-One I kept because, being original it could be presumed to be cutting edge, because there were no other mobile science labs I could find, and because I couldn't think of anything better!
I did reject 3 vehicles before any others - MARS-One, the hovercraft, and the gyrocopter. The first is just a ridiculous combat vehicle, and the other two are inferior to simply having boats, APC's, and helicopters. I recently started putting together a new Project - as a GM, I want a decent idea of overall structure, scope, and TOE before I start the game. I assumed the War occurred at today + 2 years, near enough to keep things current but far enough to allow for nuclear war to reasonably happen. I tried to pick vehicles that were (a) armored all over (because MP members are NOT disposable!), (b) easy enough to build and/or move within the US, and (c) consistent with what I saw as the needs of the project. For the most part, I used Strikers as my main Recon and MARS vehicle, with some Bradleys for the tougher MARS crews. I used the Lockheed-Martin JLTV as my "jeep" and the M1074 heavy truck as my primary support vehicle for Specialty teams. The only hovercraft I have on my TOE is the LCAC, because a good deal of my higher structure is devoted to logistical support to the teams. |
#4
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I'm leaning more away from military vehicles myself. It is a lot easier to find spare parts for vehicles that are based on commercial designs then military designs.
The Terradyne Gurkha series that is based on the Ford F550 platform. The 3 different models can be modified for MP use, to provide different teams a vehicle on a common platform. LAPV or RPV - Recon, MARS, etc MPV - CP, Ambulance, Specialty Team, etc http://www.terradyneinc.com/index.html https://www.youtube.com/watch?v=oJ-Jiz3YVGI&t=87 |
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#8
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As another side note, the F550 is only actually produced in a few places, and I worked for a network of Ford dealers at one point - those parts are not commonly available. They are actually kept in a relative handful of places, and the relative ease of getting them currently is a factor of our high-functioning transport network. Depending on that system is less realistic than having your own stored parts and manufacturing capability. Quote:
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#9
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Ok, just as has been rationalized in some other parts..... Before there was a Morrow Project, there was a Morrow Industries. The material that equips the Project is manufactured or procured for the Project is done through real and shell corporations of Morrow Industries. That rationale right there takes the limitations of really anything you want for your version of the Morrow Project. So, it is entirely reasonable there is a F550 supply chain for these that a Project Team can get parts from a heavy diesel shop. Quote:
So the rationale against the F550 makes the case even more so against Project owned military vehicles. Quote:
I have resorted to killing the V-150 in a game just to get them out of the can. |
#10
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Nuke11,
Are you going to put those .pdfs up on your website? I am entertaining the thought of making 3rd edition stats...... 4th edition stats are funky and I have to work that out for myself yet. |
#11
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Besides, those parts are also part of what you are going to use to rebuild society, and parts that they themselves may well have already scavenged. If there are F550 parts around, I would want and expect to see them used in non-Project vehicles by non-Project personnel! EDIT: I would also note that the F550 was not designed for a post-apocalyptic, supply-scarce environment. The whole vehicle is designed to maximize profit, not ensure peak performance with minimal repair! If I was given the job of building something for the Project, I can't imagine that I am going to find many commercially-produced parts that would be useful. It's kind of like designing things for NASA - even the simplest things become custom and expensive because of the demands placed on them. Quote:
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A valid point, but there are lots of ways to handle this. And in the end, TMP is one of those games where players are naturally and reasonably going to want to spend a lot of time in their vehicles. Getting them out for non-combat should be a non-issue, and getting them out for combat isn't that hard. Last edited by cosmicfish; 03-21-2015 at 09:02 PM. |
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#13
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Not directly, I'm going to do up the stats for 3rd/4th editions and then post them, but this won't happen for awhile thou.
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#14
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Not at the wheels, for a variety of reasons. But your entire drivetrain goes right out the window, to be replaced by the reactor and a big electric motor (or two, if you prefer). Hard to replace the axles but replacing the transaxle makes a lot of sense and is pretty easy with two drive motors. Don't even need a transmission!! Your suspension remains the same, as well as a few auxiliary parts, but the inside of an electric vehicle does not share many parts with the inside of a comparable fossil fuel vehicle. And by "does not" I mean "can not" - the systems are not compatible without massive inefficiencies.
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#16
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I should note that, related to this, I never, NEVER had all my players in one MPV. Big risk for any team, more than seems reasonable to bear. Quote:
Realistically, you cannot have a fleet of vehicles without establishing a logistical support network. Parts should and would be pre-positioned based on the likelihood and consequence of failure, whether that was at bases or just in supply caches at the Group-level. Likewise, whether we see them or not, the tools and skills would have to be there too, even if the entirety of repair in TMP is limited to two skills! Quote:
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As a side note, when I did my last redo of the TOE, I started with the assumption that everything was based around the "current" US inventory - it would allow for easier movement and generally higher trust. That having been said, it would be mostly about appearances, with many differences compared to the issue vehicles. Quote:
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#17
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One of the most important, regional bases has not been presented in a module just yet. Quote:
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You can’t expect to argue your homebrew system or timeline argument with us…… We like to hear it for sure, but everyone has their own. Canon is the only thing we have in common……. And that can be debated tirelessly. Quote:
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#18
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And again, canon lets us down - I have absolutely no idea who the heck TN-7 and TN-6 were meant to serve. Their placement seems absolutely pointless. Quote:
Drivetrain, transmission, differentials, wiring components: All are tossed when you talk about MPV's and other electric vehicles - something that the real world vehicle does not have to address! Seatbelts and lighting: Absolutely compatible, but hardly mission critical. If you can't bodge up a replacement seat and a set of lights, then the problem isn't parts, it's know-how. Quote:
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Regardless, certain trends would be safe and at least as consistent as the war itself - "this is a computer and the components - watch for these and invest heavily" or "these are some ideas that technology can enable - this thing called facebook makes a killing, so either invest in it, or start it!" Quote:
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And canon makes no sense here*. Why waste resources building equipment that will never be used when you have a rough estimate of when the war happens? Build training mockups, build the actual vehicles later. The whole update plan is absurd. They can build freeze tubes and fusion reactors, but they can't build an MPV their first time around?? Quote:
*: Or any other places, either. TMP was, IMO, a great idea, but it was poorly executed. More than any other game, this system and story leave me scratching my head. It exists solely as a puzzle, not for realism, and the problem with that is that puzzles are notoriously hard to expand on if they don't make sense! Last edited by cosmicfish; 03-21-2015 at 11:21 PM. |
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TN-6 is clean drinking water and water for agriculture surrounding Las Vegas as the Colorado probably wasn’t going to be usable in the 3-5 year plan. Quote:
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An MPV is a engine conversion only….. the drive affects the transmission, then the differentials, then the drivetrain, then the hubs if it has them. That way you retain the offroad performance. It is only an engine swap. Quote:
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#20
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There are said to be 100 stations for personnel in the communications intercept suite alone. I always assumed Prime had well over 1000 people. Maybe even 3000 or more. Last edited by kato13; 03-22-2015 at 06:00 PM. |
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I will look at the text of the module but, I would swear the maximum population was 500 and it was undermanned when the war started.
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#22
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Edit Ok i found more details Quote:
I got my 1000 number from estimating staffing numbers and when I added families (which the module explicitly states are there) I thought it needed to support up to 3000. Communications alone had 200 stations, fire suppression says there are 4 members on duty at all time (needs 15 personnel to do that). If they really had those numbers why in the world would they send anyone out in to the wild when they are so ridiculously understaffed. (This really belongs in the other thread about Prime's failure but it came to me here) Last edited by kato13; 03-22-2015 at 06:53 PM. |
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In point of fact, the lower or dormant residential Levels were never used, The Base entered the War with 247 active and 160 dependents. There were 407 people living in Prime Base when the War began. |
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Yeah I found it (see my edit above). I think i bailed on the that part of the module before getting to that point when I found the maps so frustratingly small.
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#25
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I have scanned mine..... I can blow them up using paint.net or adobe image ready to make them easier to read.
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#26
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Actually the F550 and Humvees use more individual commercial componants that are shared by several products. There are a lot of large fords with box or stake beds, the generic Humvee uses quite a bit of common 3/4 to 1 ton parts. Any Humvees that received special performance upgrades, not so much. One such upgrade replaced the DANA axles with carbon composite versions as an example, some poor tech was sent to Iraq to supervise the work. My point is some stuff is common, others should be cached or in a regional depot.
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#27
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On pg 12, 3rd edition, it indicates an expectation that civilian vehicles and weapons will be largely nonfunctional because of a lack of parts and an inability to manufacture new ones... this flies in the face of the "we'll find parts" argument. Quote:
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There are lots of reasons why the popularity was not high - a clunky system, a setting that didn't make a lot of sense to many people, etc. From what I have seen, the 4th edition does not really improve on this. |
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More importantly it means there would have been mechanics and facilities around without electrical power miles from any nuclear target. The only threat to them is famine and plague. Quote:
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When you wake your home is gone, your family is dead, your friends are dead. You can however save civilization…….. That kind of altruism isn’t common. There are people who do extraordinary things like soldiers but, they do expect to come home to their family someday. Quote:
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It is also cost effective when you need to field several hundred, have dozens for spares too. Quote:
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That also has to take into account if their military experience as a veteran translates to the mission…….. A Navy veteran with experience as a signals guy on a AWACS may be no help at all in playing a ground attack…… except that he/she is more likely to keep their cool and follow through. Quote:
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Besides, no one has post apocalypse experience…….. it is all an educated guess. Quote:
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I am not going to vent my frustrations about the 4th here….. See the economics thread for that. There was a deluge of games of all sorts and Morrow Project wasn’t as fancy as some of the others. It really is a niche player game though. |
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Also remember that there may well be families and friends in the Project! You may be in a MARS team, your best friend may be in a Recon team, and your dad might be assigned to a supply base somewhere. Quote:
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Regardless, the Project has to be built around using the experts that it has. Whether there are 26 veterans in CG Seattle or 6, the whole focus of the Project is to maximize the use of the skills of the teams, I don't see why the vets (however many there are) would not be driving the combat decisions just as I would expect the doctors to be driving the medical planning. Quote:
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#30
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Hot and Sexy + all Civilian.
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