Post by Momoko Murasama on Feb 8, 2022 0:43:08 GMT -5
Tiered Non-Player Character Teams
By default, RH Universe Super Sprint is designed as a purely player-vs-player experience, with all worldbuilding elements requiring the input of either the game master or its players. Using this optional rule allows Game Masters to weave in original characters and teams of their own into the campaign experience. For sake of consistency in this SRD, these are termed "NPC teams".
NPC Mechanics
NPC Teams use all the same technical backbone as their player counterparts in the race simulation, but have the following changes to their gameplay to reduce micromanagement for the GM on the forum side:
- NPCs do not have to track Support Points
- NPCs do not have access to Engine Modes
- NPCs do not have the ability to take Car Upgrades (ie. Advanced Hybrid)
- NPCs have a fixed pool of four Tuning Setups they may access, depending on the car and tier selected. They have two "starting" setups equal to or slightly better than the player teams, and then two "Upgraded" Setups.
It's worth noting that while NPC cars show various strengths and weaknesses, player teams are still allowed to use the full range of Tuning Setups and Tuning Points available to them, so just because a NPC Honda NSX JSA-GT is slow down the straights does not mean the player team's NSX has to be, too.
NPC Tiers
NPCs are divided up into three tiers, with Tier 1 being a baseline car and Tier 3 representing a heavily developed, manufacturer-backed entry ("factory team"). If your campaign's SP budget is fairly strict (200-300 SP), a campaign with a mix of Tier 1 and 2 teams is reasonable. Tier 3 teams should be reserved for high-budget campaigns with a significant focus on car development.
NPC Power Rankings
Each League within a Campaign should ideally list out what Tier each NPC teams' car is, alongside their driver/s Class to assess their overall impact. Remember that NPC Team tiers do not necessarily reflect a team's overall quality.
For a detailed data table on each of the cars' performance when controlled by NPCs, click on the link below.
docs.google.com/spreadsheets/d/15dw4jvdubjd0r9pArwqTpBDqW6dPFE2StySeJoNmWqU/edit?gid=0#gid=0
By default, RH Universe Super Sprint is designed as a purely player-vs-player experience, with all worldbuilding elements requiring the input of either the game master or its players. Using this optional rule allows Game Masters to weave in original characters and teams of their own into the campaign experience. For sake of consistency in this SRD, these are termed "NPC teams".
NPC Mechanics
NPC Teams use all the same technical backbone as their player counterparts in the race simulation, but have the following changes to their gameplay to reduce micromanagement for the GM on the forum side:
- NPCs do not have to track Support Points
- NPCs do not have access to Engine Modes
- NPCs do not have the ability to take Car Upgrades (ie. Advanced Hybrid)
- NPCs have a fixed pool of four Tuning Setups they may access, depending on the car and tier selected. They have two "starting" setups equal to or slightly better than the player teams, and then two "Upgraded" Setups.
It's worth noting that while NPC cars show various strengths and weaknesses, player teams are still allowed to use the full range of Tuning Setups and Tuning Points available to them, so just because a NPC Honda NSX JSA-GT is slow down the straights does not mean the player team's NSX has to be, too.
NPC Tiers
NPCs are divided up into three tiers, with Tier 1 being a baseline car and Tier 3 representing a heavily developed, manufacturer-backed entry ("factory team"). If your campaign's SP budget is fairly strict (200-300 SP), a campaign with a mix of Tier 1 and 2 teams is reasonable. Tier 3 teams should be reserved for high-budget campaigns with a significant focus on car development.
NPC Power Rankings
Each League within a Campaign should ideally list out what Tier each NPC teams' car is, alongside their driver/s Class to assess their overall impact. Remember that NPC Team tiers do not necessarily reflect a team's overall quality.
For a detailed data table on each of the cars' performance when controlled by NPCs, click on the link below.
docs.google.com/spreadsheets/d/15dw4jvdubjd0r9pArwqTpBDqW6dPFE2StySeJoNmWqU/edit?gid=0#gid=0