I've recently picked up a copy of The Ultimate Vehicle, and was less than impressed by the way that it handled several aspects of vehicle movement - namely, gravity-powered and towed ground vehicles, the effect of wind on aircraft, and the so-called "realistic" rules for space movement. In all three cases, it seemed to me that the writer was trying to shoehorn realistic movement concepts into the existing (and inherently unrealistic) movement rules. This has substantial possibilities for Murphy's Rules, as well as unneccessarily cluttering up the ruleset with additional patches.
What I'd like to see would be an alternate set of movement rules that's geared toward a more realistic treatment of the subject, primarily for use in Hard SF games. For instance, wagons, bobsleds, and sidecars wouldn't have a limited form of Gliding; instead, they'd have a specialized version of Environmental Movement common to vehicles: "rolls or slides easily" (1 pt at most), and the rules would include something about using STR to pull wagons or sleds. More importantly, I'd want a realistic treatment of movement in general. Forget applying Ads, Limits, and/or Adders to Movement Powers in order to simulate realistic movement; just change the underlying movement ruleset to one better tuned for realism. It's not like you'd ever want to use both rulesets at the same time...
For instance: Equate "combat speed" to acceleration, and "noncombat speed" to Top Speed. Your Turn Mode equals your current speed times whatever multiple of your combat speed you're currently moving at (unless the vehicle has limited maneuverability); your acceleration per inch is based on whatever multiple of your combat speed you're currently moving at. "Normal Space" movement has no Noncombat Multiple, but noncombat speed can go as high as 1.8 billion inches per turn if you have the time and END to manage it (also, "Normal Space" movement only costs END when accelerating, decelerating, or turning, and the cost is based on the change in speed and/or the turning radius; it might work well as a new power akin to Flight).
Of course, I'd also revise the jumping and swinging rules; the rules for how far you can jump or swing are fine, but the speed at which you can jump should be based entirely on the local gravity, independent of your inches of Superleap - and swinging should handle both how quickly you can swing and how long your swingline can be (think of the former as being a measure of how much tension the swingline can take before breaking).
Finally, "tailwinds" should allow aircraft to exceed their purchased noncombat speed (in inches per turn), and by an amount equal to the windspeed. IMHO, this is in the same category as gravity-powered and towed ground movement, in that all three are "unpowered".



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