Design-It-Yourself Equipment: Difference between revisions

Line 18:
* The old tabletop games ''[[BattleTech]]'' and ''Car Wars'' both used this. In both, you picked a basic chassis/frame and then added whatever you wanted, up to weight and money limits. For example in ''Car Wars'', you could mount an Anti-Tank Gun on a compact car, or anything larger, but not on a subcompact.
** Correspondingly, ''[[BattleTech]]'''s PC incarnation, ''[[Mechwarrior]]'', features the MechLab as an essential part of gameplay. The decision to remove it for the ''[[Mech Assault]]'' spinoffs was... [[Ruined FOREVER|controversial]], to say the least.
* ''[[Warhammer 40,000 Roleplay from ''[[Dark Heresy]]'' onseries supports at very least weapon upgrades. Usually alsoand armour upgrades.
** ''[[Rogue Trader]]'' runs on "no two Imperial ships are the same". AsNavy can maintain something like standards under command of one admiral and within reach of one supply chain, but beyond this jury-rigging and opportunism begin. Anything goes, as long as youryou got hull space, power supply and funds canfor takeit, and it...'s actually available at the same place where your ship is docked… A wild array of weapons goes without saying, but there are 10 types of bridges, and as to the extrasnon-essential components, everything from [[Asteroid Mining]] Facility and/or [[Mobile Factory|Manufactorum]] to dedicated hospital deck to temple-in-a-can that can be deployed on a planet of choice and then picked up when they'll build a permanent one - if you're in [[The Missionary|that line of work]]. And those components have different grades of quality with variant adjustments (e.g. it may take less space ''or'' need less power, and Morale is +1d5 rather than fixed bonus).
*** Then there's random artefacts generation system from ''Stars of Inequity'' — roll "unique" personal equipment and vessel components by combining tweaks for origin, random quirks and random quality level, then see if it's worth having and what needs to be done to compensate for its drawbacks or make good use of advantages.
** ''[[Only War]]'' pays a lot of attention to [[Iconic Item]]s, so it does this more. There are specific patterns (e.g. Elysian Drop Troops use Accatran weapons) or variant patterns (differences between similar equipment built by different manufacturers) used by a given regiment, and on top of that, individual weapon customisations (e.g. making a stock from wood of the soldier's homeworld improves morale; giving a lasrifle longer barrel won't make it a long-las, but increases its effective range... and weight). And this goes on top, of specific patterns (e.g. Elysian Drop Troops use Accatran weaponscourse) or variant patterns (differences between similar equipment built by different manufacturers) used by a given regiment.
* ''[[Alternity]]''. While setting-wise a lot of accumulated materials inevitably make cluster-fluffle, there's a good spacecraft design system that easily runs on a rampage (to start, see ''[http://www.alternityrpg.net/books.php?bookid=45 Warships]'', and there were articles such as ''Starship Perks & Flaws'' in [[Dragon (magazine)|Dragon]] #255) and cuts corners by making use of scalability support built into ''Alternity''.
* ''[[Alternity]]'' got vehicle and spacecraft design. The design system as such is fairly straightforward and has decent level of detail without drowning in them (see e.g. expansion ''[https://www.alternityrpg.net/resources.php?cat=spaceships&rid=177&detail=1 Starship Perks & Flaws]'' from [[Dragon (magazine)|Dragon]] #255 — you can see what these options do without looking into the core rulebook), and then got a better one (''[http://www.alternityrpg.net/books.php?bookid=45 Warships]''), which takes scalability support built into ''Alternity'' and runs on a rampage with it; this could handle lots of [[Rules Conversions]] without breaking, but between ''Alternity'' being discontinued and its less strong sides, only managed to prolong the game's "unofficial" life.
 
== [[Video Games]] ==