VeloCITY Racing: Difference between revisions

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1d4chan>Nothing Man
(Created page with '<blockquote> ''""'' </blockquote> An in-progress overview of Game Mechanics in VeloCITY = Overview = This section will talk all about building, using, and interacting with r…')
 
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{{deletion|There is a new version of VeloCITY, and this page is both superfluous and long since irrelevant, not to mention causing confusion among those trying to find info about the game. The game is getting a new rules document, so this page and all others besides the core VeloCITY page should be deleted. The contents of these pages have been saved for posterity.}}
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= Overview =
= Overview =
This section will talk all about building, using, and interacting with races, parks, buildings, and all types of zones in VeloCITY
'''Nothingnote: THIS JUST IN DISREGARD NODE RULES HAHAHA I SUCK COCKS'''


*Zones: The overall areas your characters can explore. Think of them as world maps.
== Velocity: A definition ==
*Nodes: Nodes are the bits most important to your character's interaction in the world. If you're a programmer, you might consider them metaphorical Entities.
Velocity: A vector defined by Magnitude and Direction. This is a fundamental definition of movement, action, and reaction within VeloCITY's mechanics.


== Zone Mapping ==
this is the area in which nothing man spitballs ideas and writes them down
A 'Zone' is the overall area your characters are currently in. It can be any size, from City-scale, to District-scale, to Neighborhood-scale, to Building- or Park-scale. A Zone by itself has a few simple statistics that measure it
* Name: The name of the Zone
* Size: The scale of the Zone
* Faction: The faction of Velo that currently controls this area. If none, it falls to the Police, or it is a Neutral area.


=== Nodes ===
Damage Force = Mass * Acceleration
A Zone by itself is fine and dandy, but what can your players do in an area? Node maps are the solution. With Nodes, you can define the actual chunks of the zone that matter. Every 'Node' is a possible element of the map that players can interact with. For this reason, node maps are extremely fluid and can change quite easily. It's best to keep the nodes in a map to only things that players currently want to interact with: During a race, you're going to want to define the race stretches as Nodes, possible alternate routes, and any relevant areas for tricks.


Nodes have a few defining features:
Mass = Size + Edge [weapon stat]
* Every Node should have a default interaction roll, unless it seems unnecessary. If you're going to use a computer in a net cafe, you don't need to roll. If you want to use it to access obscure info from St. Altitude's outdated computers systems, that'll be a smarts roll.
* You should also define the default type of roll involved. An average rail will probably be an average Test. An extremely long, downhill rail? Likely to be a Challenge. A node cannot by itself be a duel, however, characters can likely duel on Challenge nodes if they are both on the same node.


Canny MCs will allow their players to interact further with their environment. If it's a schoolyard, there will probably be a flagpole. It may not be stated in a node map, but a player can invoke its existence if the MC gives the go-ahead. This is called 'Tagging' Nodes, bringing them out of the background into the interactive grid.
Acceleration = Current moving speed
 
= hei gais =
Why don't you just do this and stat it up: http://en.wikipedia.org/wiki/Graph_paper_race_game

Latest revision as of 10:59, 23 June 2023

This article has been flagged for deletion.
Comment on the article's talk page.
Reminder: Do NOT blank pages when flagging them for deletion.
Reason: There is a new version of VeloCITY, and this page is both superfluous and long since irrelevant, not to mention causing confusion among those trying to find info about the game. The game is getting a new rules document, so this page and all others besides the core VeloCITY page should be deleted. The contents of these pages have been saved for posterity.

""

An in-progress overview of Game Mechanics in VeloCITY

Overview[edit]

Nothingnote: THIS JUST IN DISREGARD NODE RULES HAHAHA I SUCK COCKS

Velocity: A definition[edit]

Velocity: A vector defined by Magnitude and Direction. This is a fundamental definition of movement, action, and reaction within VeloCITY's mechanics.

this is the area in which nothing man spitballs ideas and writes them down

Damage Force = Mass * Acceleration

Mass = Size + Edge [weapon stat]

Acceleration = Current moving speed

hei gais[edit]

Why don't you just do this and stat it up: http://en.wikipedia.org/wiki/Graph_paper_race_game