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Re: [HoE] Junker/Spookyjuice question
><snip question about spook juice being inefficient>
>The man advantage is that whoever has the vehicle doesn't need a junker
>to run the thing. Your junker could make a great load of cash building
>cars for folks all over, and he doesn't have to have them come back to
>him to recharge the beast.
But I was talking about a junker creating a vehicle for _himself_. Why
would he care about fuel efficiency for someone else's vehicle (or one he
makes for someone else)?
>Second, spook juice gets a lot less effficient the faster you travel
>(this is something I agonized over awhile ago), because the spook juice
>engine runs a set number of miles per gallon, not GR per hour. Since
>most travel in the Wasted West isn't done zooming down a clear, paved
>road at 115 mph, but rather winding through wrecked cars and dead PCs,
>judging your distance by miles and not hours is good.
Sure, but check my examples: several of them were for air vehicles, which
don't have those problems...
>Also, remember that GR's factor in the vehicle's accelleration, while
>spook juice doesn't. So if you want a dragster that does 0-60 in .235
>seconds, Juice is more powerful.
>
I'm sorry, but I didn't quite follow this. The acceleration of a vehicle
doesn't change depending on whether you use spook juice or g-rays, does it?
You can build turbo-charges and stuff, but I don't recall right off hand
that SJ gives them an advantage. I'd have to check to be sure.
Besides, who the heck would _want_ a dragster that does 0-60 that fast,
particularly in the aforementioned garbage-strewn Wasted West? Unless
you're salt-flat racing outside of Iron Oasis, it seems kinda like
overkill... ;)
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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