Tuesday, August 5, 2008

Weapon Analysis - Part 1 (Preliminaries)


My favorite weapon, and I'm sure almost everyone's, is the Vulcan. And it's not only in Car Wars; I love the real-life electric gatling gun family of weapons. When it was first introduced, it straddled a strange midrange in the weapon chart. The 7 weapons (to hit) were 1 space (MG) and 2 (RR), the 8 weapons were 2 space (RL) and 3 (ATG) and 6 were both 2 space (FT, Laser). Now a machine gun upgrade was introduced and it was 2 spaces but to hit 6. This made sense in terms of gun physics because, hey, many many barrels! But I would have preferred to have filled out the chart first.

Since then the chart has basically been finished, but there are still lacunae. The following is a list of weaponry based on to-hit. Only AADA allowed (and/or non-military) ground-vehicle offensive weaponry is listed. That is, only direct damage dealers (so mine-flingers, while as offensive a defense you can get, are still not part of the analysis)

TO HIT 6
1 space
..........Light Laser (1d area incendiary but not volatile)
..........Light Flamethrower (1d-1 area incen. & volatile)
..........Vehicular Shotgun (2 hits area)
..........Flachette Gun (whatever)
..........Wire Guided Missile (3d burst volatile)
2 space
..........Vulcan (2d area)
..........Flamethrower (1d area incen & volatile)
..........Laser (3d area incen not vol.)
..........Medium Laser (2d area incen not vol.)
..........Twin Laser (2d+6 area incen not vol.)
..........Gauss Gun (3d area)
3 space
..........Autocannon (3d burst)
..........Heavy Duty Flamethrower (2d area incen. & vol.)
..........Heavy Laser (4d area incen not vol.)
4 space = n/a

TO HIT 7
1 Space
..........Machine Gun (1d area)
..........Light MG (1d-2 area)
..........Heavy MG (2d-2 area)
..........Radar Guided Missile (3d burst volatile)
2 Space
..........Recoilless Rifle (2d burst)
..........Grenade Launcher (1d at best, blast)
3 Space
..........Xray Laser (4d area)
4 Space
..........Blast Cannon (4d burst)
5 space
..........Heavy X-Ray Laser (5d area)

TO HIT 8
1 Space
..........Micro Missile Launcher (1d burst volatile)
2 Space
..........Rocket Launcher (2d burst volatile)
3 Space
..........Anti-Tank Gun (3d burst volatile)

TO HIT 9
1 Space
..........Medium Rocket (2d burst volatile)
..........Heavy Rocket (3d burst volatile)
2 Space
..........Multiple Fire Rocket Pod (1d x 6 burst volatile)
3 Space
..........Variable Fire Rocket Pod (1d-6d burst volatile)

What's clear from the list is that most new weapons, with variety, comes from the 6-Accuracy list. As a game-balance purist, I am unhappy with the missing slots. 6-Accuracy is overstocked, 7 is missing a 3-space, 8 could use more options, 9 is fine (there are a lot of rocket options). Also there should be a balance given to shots available (10 or 20) and area vs. burst, volatility and other hazards (handling modifiers), and even weapon DP (see Drop Spike Plate). See this post for an elaboration of these issues.

Another possible imbalance is in weapon systems. According to UACFH, there are these systems (within the analysis parameters above):
  1. Autocannons
  2. Flamethrowers
  3. Gauss Guns
  4. Grenade Launchers
  5. Lasers
  6. Machine Guns
  7. Miscellaneous (VSG, FG)
  8. Missiles
  9. Recoilless Rifles
  10. Rockets (Guided, Unguided)
  11. Tank Guns
Weapon systems may be seen as only an afterthought of game-balance, i.e. when putting the necessary space/weight/damage/cost chart together, the game designers decided to give the weapons some recognizable names - which helps gameplay and fires up player imagination. It may not be necessary to give space ranks to each of the weapon systems.

On the other hand, the official rules already have done the full complement for some of the systems (MG, FT, Laser, Rocket), so there's a logic to finishing the chart. If so, and while resistant, I'm not totally against it, but I'd do so at first only to fill out the first chart.

With the weapon-system analysis - which relies more on real-world technological connection than the Accuracy system (see more on that analysis here) - we can arbitrarily say that certain weapons start at more than 1 space: Tank Gun, Autocannons, etc. However, if the gun is designed right, then why not?

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