Sport Tanks and the Shangri-La

[X] Female dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[x] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.
 
[X] Male dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] Science. Logic, reason, and the processing of information are what separate humans from beasts.

Fear the Engineer.
 
[X] Female dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] Math. Everything returns back to math.
Here's hoping this winds up being as fun as LGA quest.
 
Well, this looks fun. Tank warfare for the win!



[X] Female dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[x] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.
 
[X] Science. Logic, reason, and the processing of information are what separate humans from beasts.
[x] Female dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
 
[X] Male dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.
 
[X] Male dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] Science. Logic, reason, and the processing of information are what separate humans from beasts.
 
[X] Male dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] Science. Logic, reason, and the processing of information are what separate humans from beasts.
 
Only two people voting for math? Come on guys, you don't go into artillery with a history or science degree, you solve ballistics problems with math
 
[X] Depends on what uniform you're wearing honestly, nobody remembers all the freshmen yet.
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] Science. Logic, reason, and the processing of information are what separate humans from beasts.
 
[X] Depends on what uniform you're wearing honestly, nobody remembers all the freshmen yet.
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.
 
[X] Female dorm
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.
 
I see the "hold my superglue"-tag and it has me worried.
 
[X] Depends on what uniform you're wearing honestly, nobody remembers all the freshmen yet.
[X] Reflexes. You can see the invisible and catch anything around you that flies whether it wants you to or not.
[X] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.
 
Why would you be worried? Your first tanks are some of the finest in the world!


circa 1920 and the start of formal tankery competitions
you laugh, but the humble Renault FT (and variants, and foreign knockoffs) actually was one of the finest tanks in the world

@7734 - I'm looking over your system reference document and I'm having a bit of trouble with making a tank. The whole point-buy thing makes sense to me, but I don't really have any way to put these numbers (for example, 8 front armor, gun calibre 6) to real-life equivalents. I want to build a Hellcat tank destroyer which means going fast, having an excellent gun, and armor that will stand up to a heavy MG at best but I can't get a feel for what that would mean in-game. In other words, I'm having trouble interpreting these abstracted stats into relatable terms like "This tank is extremely fast relative to others" or "This tank has a really good gun". I think it would help a lot if there were a few (4? 5? 6?) pre-made tanks at each level, ideally ones that map closely to real-world equivalents.
 
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[X] Female dorm
[X] Strength. Be they barbells or bags flower, you can lift, carry, haul, and throw with the best of them.
[X] History. Every effect has a cause, and the chain of dominos goes back further than writing can ever find.

History seems useful in the field of tankery, since it's how we'll ID enemy tanks in-game, which will be useful to those of us who are into military history (I tend to check out once guns become a thing, unfortunately. No Romance to the things!)
Why Strength?...Juxtaposition between brains and brawn.
 
There's still carbon coating, yes? Or is this more Guro und panzer than Girls und panzer?

This is designed around an intramural sport, so yes, there are safety systems. I can't see why anyone would assume otherwise.

@7734 - I'm looking over your system reference document and I'm having a bit of trouble with making a tank. The whole point-buy thing makes sense to me, but I don't really have any way to put these numbers (for example, 8 front armor, gun calibre 6) to real-life equivalents. I want to build a Hellcat tank destroyer which means going fast, having an excellent gun, and armor that will stand up to a heavy MG at best but I can't get a feel for what that would mean in-game.

Yeah, that'll need some fluff for when I fix point buy on armor. Guns are (roughly) one inch bore per caliber rating- the odd spot is 90mm guns being caliber 4- while armor is unexplained so I can have a seamless transition between face hardened plate, early, and late composite armor arrays versus various types of AP shell; which is another abstraction so I don't need to deal with slug versus composite-rigid versus sabot versus HEAT versus HESH versus whatever the fuck the Indians use and you hopefully get this idea! @Winged_One² and I have had several discussions on this, and the long story short is using more fidelity would require me to write ten or eleven different armor/shell interactions, and that's going to be almost as much handwaving as this since there'd inevitably be a dive into RHAe and that cesspool.

Tl;dr- good armor make shell go bonk
 
Don't forget distance and angling effects on armor!

These could maybe be done narratively, or by adding a random amount to armor to account for shot geometry.
 
Don't forget distance and angling effects on armor!

These could maybe be done narratively, or by adding a random amount to armor to account for shot geometry.

There's literally no way to model that without modeling tank geometry, and to quote a professional:



I was doing good to model in distance here, and even that is a simplification of the first time I modeled it because v1 was literally unplayable.
 
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