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- THE CORPORATE APPROACH TO CAR WARS
- BY: MAD AL LOUD
- CANADIAN AUTODUEL ASSOCIATION
- ORIGINALLY IN: AUTODUEL QUARTERLY, VOL. 4 NO. 4
- COPYRIGHT 1986, STEVE JACKSON GAMES
- PUT INTO TEXT FORMAT BY: JIM SPRING
-
- Recently the head office of the Black Death Autoduel Association
- (our local subgroup of the CADA) has been swamped by requests for
- an outline of our corporate duelling system. This is a complete,
- year-round tournament system, allowing recurring characters and
- the continuity of a campaign, without the headache for the
- referee. It is the result of feedback generated over a thousand
- hours of play.
-
- Within the corporate system, games are pre-arranged according to
- a schedule. You, as president of your corporation, must balance
- your budget and (hopefully) show a profit at the end of the year.
- Can you manage your team to total victory this year or will you
- be another smear on the asphalt?
-
- The corporate concept is structured around a few important ideas.
- First, each member of the club has a team of characters. Each
- character has different strengths and weaknesses, depending on
- how you want to set up the team. These characters must be kept
- alive, because you might not be able to afford to hire a new
- player until next season, one will stand above all others in
- terms of development, prestige and wealth. Who will be the
- duelist of the year?
-
- Second, a schedule is drawn up and distributed to every player
- with a corporation. This schedule sets the date, time, place,
- and format of the duels in advance so that players will arrive
- ready to play. This alone has been responsible for cutting the
- average length of most duels at BDAA by about two hours.
- Attendance is also improved as people plan around the schedule
- and make the time to be there.
-
- Third, and most important, each corporation scores for
- participation and attendance. Points are awarded for first,
- second, and third place in each event, with bonus points for
- attendance; someone can see at a glance who runs the top
- corporate team. These standings promote additional
- competitiveness among the players as they battle it out for the
- championship.
-
- SELECTING A NAME
-
- A player may choose any name for his or her corporation, and
- these names often reflect the personality of the player. Some
- examples from the BDAA include BAAMaco, MAXXON, ROARING RIGS, and
- O.P.E.C. (Organization of People Expecting large amounts of
- Cash). At the time of this writing, there are 11 registered
- corporations in the BDAA.
- CREATING CHARACTERS
-
- OK, you have a name -- now you need a team. No problem. Each
- corporation can employ up to 18 characters per year. This limit
- is established so that the president of the corporation (you)
- will feel a certain amount of responsibility to keep your
- characters alive and not waste them in suicidal pursuits.
- Second, it prevents such refereeing nightmares as having a few
- players enter the arena with a platoon of pedestrians with hand
- weapons. Third, it allows concentrations of the development of
- individual team members as duelling pros.
-
- The characters in your corporation have received the finest
- training possible. Each new character starts their career with
- 100 skill points! This is a significant difference from normal
- Car Wars and is one of the most important features of corporate
- play. Only the finest duelists survive long enough to make it to
- the professional arena as members of a corporate team -- the
- additional skill points represent experience already gained
- climbing the ladder to stardom.
-
- All the skills mentioned in Deluxe Car Wars are used. The are
- Driver, Trucker, Cyclist, Pilot, Gunner, Handgunner, Mechanic,
- Running, Paramedic, and Martial Arts. There are only two
- restrictions to remember when allocating your 100 points. Each
- character must have at least five of these skills at base level,
- and no more than 40 points can be spent on any one skill (so the
- maximum skill level is +3). Starting prestige is 0, and so is
- starting cash. The corporation can pay to provide hand weapons,
- body armor, and other personal equipment, as well as basic living
- expenses.
-
- CHARACTER SHEETS
-
- Each character should be kept on a neatly laid out sheet which
- can be updated. Not only does this provide a handy reference,
- but it's also a place to record the history of each character.
-
- In actual use, each player would record the performance of their
- character after the game. Any money awarded must be written down
- here or it mysteriously disappears. The date of the game and a
- small description of the event should also be recorded. Any new
- skill points earned are recorded on this sheet, too. At the end
- of the duelling season, characters are transferred to new sheets,
- ad are ready for the next season.
-
- The example <which I have not included> shows the infamous Mad
- Fred Lincoln after several duels. Note the section where each
- game date and description are recorded. Each vehicle kill (VK)
- is also noted with the game in which it occurred.
-
- Note the skills section. In the Trucker category, Fred has one
- skill point, which he earned in the August 10 bus duel when he
- tried to drive his team's bus after the driver was killed.
- Although he suffered the HC penalty for not having the skill to
- begin with, Fred was able to earn one point just for trying it.
-
- Each personal item that Fred owns is recorded in the Belongings
- category. It is possible for a character to own more than he/she
- can carry, but the sheet must make clear which items are carried
- into combat, and which are left behind.
-
- A running total of the character's cash is kept on this sheet as
- well. Not the $250 expenditure -- Mad Fred bought his own body
- armor after a previous set was badly damaged. Also note that the
- first set was scratched off the sheet when it was no longer
- usable.
-
- STARTING CAPITAL
-
- Each corporation starts with some working capital. In our
- group's case, it's $250,000. This money will be used to build
- vehicles, repair damage, purchase hand weapons, and provide Gold
- G\Cross Coverage for your key team members. In addition, the
- money can be used to buy characters from other teams -- just like
- in professional sports today. If you run out of money, you go
- bankrupt -- a dirty topic that will be discussed alter.
-
- A central balance sheet should be set up to show all money that
- flows through your corporation. It should record the date of the
- transaction and the amount. It is vital that this sheet be
- accurately maintained.
-
- USING CORPORATE MONEY
-
- Corporate money comes from only one source -- prize money. Prize
- money is awarded for a first, second, or third place team finish
- in an event. Note that each character who survives an event in a
- conscious state will receive survivor money, but this amount is
- awarded directly to the characters and is recorded on the
- individual record sheet. Any other sort of prize is recorded on
- the Corporate Balance Sheet.
-
- Corporate money can only be used for a few specific items. New
- vehicles may be purchased, and old ones can be repaired. Body
- armor and hand weapons can be bought for team members, and Gold
- Cross coverage can be arranged for any or all members of the
- team. loans can be made to other corporations, and bets can be
- made between groups as well. You can also buy characters from
- other teams to replace dead members, but you cannot replace
- injured members. You can fire team members, too, but they cannot
- be replaced until the end of the season. You cannot buy members
- to exceed the 18 character limit, either.
-
- SETTING UP A SCHEDULE
-
- Let's assume that you and several of your friends have now set up
- their corporations. Next you need a schedule. One person in the
- group (the president, if your club is that structured) should be
- in charge of setting the schedule and determining the events.
- The events should be of the type that all the players can afford
- to play in (no $500,000 events if only on e corporation has that
- much money), and should be scheduled so that at least three
- corporations can participate. You can name any arena or track,
- any combination of vehicles, any number of characters, and any
- sort of special rules you want.
-
- USING YOUR TEAM
-
- You should now have your team of characters created, your game
- schedule set, and your balance sheet prepared. Time to fight!
-
- You've decoded to enter the duel coming up next week. The
- schedule says:
-
- Arena Event
- $20,000 -- 2 Cars
- Armadillo Arena
-
- First, you should choose the characters you want to use int his
- event. Then, you should select two cars whose total cost does not
- exceed $20,000. There are two ways to pay for these cars:
-
- Use Corporate Money. In this case, the cost is deducted from the
- Balance Sheet, and the cars become the property of the
- corporation if the survive the event. The corporation can the do
- what it wants -- pay to have it repaired, sell it for salvage, or
- just keep it in inventory as is. It cannot be used by any of
- your characters for non-corporation purposes.
-
- Use a Character's Money. In this case, an individual character
- buys the vehicle out of his or her own personal savings. (It's
- not likely that an individual will have the money for this until
- late in a season -- remember, the corporation cannot loan money
- to a character.) Even though the purchase price may be lower,
- use the original price for determining eligibility for the even.
- When a character buys a vehicle, the cost is deducted from his
- character sheet, the vehicle is added to the personal belongings
- list, and the car is his to use outside the arena, if he wishes.
- Also, the individual is responsible for ammo and repair costs --
- the corporation cannot pay those for him.
-
- CORPORATE EVENTS
-
- Corporate events are those in which three or more corporations
- are involved. At the BDAA, we have a schedule which is put
- together three months in advance, with a duel about every other
- week. The events range from cycle only arena combat right up to
- the ever-popular $300,000 Gasso Invitational Rid Duel, usually
- held in July. We also try to include some specialty evens like
- low-tech combat, slalom events, death matches, off-road chases
- and the like.
- CORPORATE SCORING SYSTEM
-
- At the end of each duel, points are awarded to each corporation
- that participated. First place gets 5 points, second place gets
- 3 points, third place gets two points, and all other participants
- get 1 point. This system encourages attendance, because even
- teams that get eliminated early come away with something. At the
- end of each duel, complete corporate standings are updated, so
- everyone can see where they stand.
-
- CORPORATE PRIZES
-
- Corporate standings and individual prestige are well and good,
- but corporate autodueling is a business -- as a corporation
- president, you're in this for the money. Your characters already
- know that you can't last forever on the highway, and you can't
- make a very good living out of driving courier jobs all your
- life. The corporate arena is a perilous land of opportunity
- reserved for the best of the highwaymen.
-
- The total cash pot for any given event is very easy to calculate.
- It's the total number of teams participating times the team
- budget. If five teams participate in a $30,000 event (for
- example), the total cash prize is $150,000.
-
- Only the top three finishing corporations get any money. The
- first place team gets 50 of the pot, second place gets 30%, and
- the third place team gets 20%.
-
- In addition, all characters who are not killed or knocked
- unconscious get "survivor's money." This is not a great amount,
- only $1,500 per character ($3,000 if the total cash pot exceeds
- half a million dollars), but it gives characters a chance to
- improve their personal equipment without tapping corporate funds.
- A character who surrenders or leaves the arena while the duel is
- still on also receives the survivor's money.
-
- VICTORY CONDITIONS
-
- Special victory conditions can be set up for any event. But for
- standard arena battles, we use a formula that takes into account
- not only how many kills a team racks up, but how many of a team's
- vehicles and characters survive the battle.
-
- The formula is a weighted one. Vehicle Kills are worth 50
- Victory Points (VPs) number of surviving vehicles are worth 30
- points, and number of surviving characters are worth 20 points.
-
- Each participating team will get some percentage of the available
- points in each category. In the two survival categories, it's
- simply a matter of percentages. If you entered an event with two
- cars and one survived, you would receive 50%of the available 30
- points -- 15. If you entered the event with 5 characters and 3
- survived, you would receive 60% of the available 20 points -- 12.
- The Vehicles Killed category is a little more complicated. The
- team with the top number of kills gets a 100% score, good for the
- entire 50 points, and the other teams get a percentage based on
- the ratio of their kills to that top number.
-
- Example: Four corporations (A through D) enter an arena event,
- with each corporation entering three vehicles and five
- characters. At the end of the event, they finished like this:
-
- Corporation A: 2 kills, 2 surviving vehicles, 4
- surviving characters.
- Corporation B: 3 kills, 1 surviving vehicle, 2 surviving
- characters.
- Corporation C: 0 kills, 1 surviving vehicle, 3 surviving
- characters.
- Corporation D: 2 kills, 1 surviving vehicle, 3 surviving
- characters
-
- In the Vehicles Killed category, B set the pace with 3 kills, so
- they get the full 50 points. A and D both got 2 kills, so they
- get 2/3 of the 50, which is 33 (always round to the nearest whole
- number). C got 0 kills and 0 points.
-
- In the Surviving Vehicles category, A gets 2/3 of 30 -- 20
- points, and the other 3 corporations get 10 points (1/3 of 30).
-
- And in the Surviving Characters category. A leads with 4/5 of 20
- points -- 16; C and D receive 3/5 of 20 -- 12; and B gets 2/5 of
- 20 -- 8 points.
-
- Totalling the scores, we get:
-
- Corporation A: 33+20+16 = 69 points
- Corporation B: 50+10+ 8 = 68 points
- Corporation C: 0+10+12 = 22 points
- Corporation D: 33+10+12 = 55 points
-
- Even though Corporation B scored the most kills, A won the match
- by keeping more vehicles and characters alive. This tends to
- keep people from engaging in suicide attacks and throwing away
- people and equipment.
-
- CORPORATE BANKRUPTCY
-
- Unfortunately, there are some teams that just can't keep their
- collective heads above water. Bankruptcy is the technical term,
- and it occurs when you run out of money. If the budget for the
- next event is more than the money you've got left, you have a
- couple of options. You can enter the event underbudgeted, and
- take your chances against more powerful foes; or you can skip the
- event, and also raise money in other ways, including selling off
- equipment, selling characters, or making side bets.
-
- If you do go bankrupt, you can start again with a brand new
- corporation immediately. This new corporation does not get any
- characters, however; you'll have to bid on the "free agent"
- characters that used to belong to the bankrupt corporation.
- Minimum bid is $5,000, and the other corporations may join the
- bidding if they have room on their rosters.
-
- YEAR-END OPTIONS
-
- At the end of the season (around early April for us), we hold a
- meeting of the BDAA. This meeting has a number of purposes,
- including recognizing the corporate champion of the previous
- season. But the most important event is the Player Trading
- Session.
-
- In the Player Trading Session, corporations can swing any deals
- t\among themselves that they wish, trading players and money in
- any combination. In addition, corporations may cut unproductive
- or unwanted players. These cut players are bid on in an action,
- with the money going to the team that cut the character (the
- corporation that cut the character may not bid on him). Any
- empty roster spots at the end of all this may be filled with
- 100-skill point characters, as detailed at the beginning of this
- article.
-
- PRESTIGE ROLLBACK
-
- After a year of play, it's quite possible that you may have
- players with a ridiculously high amount of prestige. This can be
- a small problem as it gives older corporations a distinct
- advantage over a new corporation. After one such season, the BDAA
- devised a system which will "roll back" a star's prestige.
- Instead of carrying over a character's prestige from the previous
- season, determine his new prestige by the following formula:
-
- +1 for each vehicle kill
- +2 for being an ace
- +4 for being a double ace or better
- +1 for every event participated in
- +1 for every year experience
- -1 for every time the character died
-
- Example: Mad Fred Lincoln has a prestige of 75 at the end of the
- year, making him a very popular duelist. During the off-season,
- though, the inevitable whispering about Fred being "over the
- hill" starts up, and with Fred out of the public eye, his
- prestige will drop.
-
- But Fred has had a very impressive career. He's got 24 vehicle
- kills (24 points), which makes him a quadruple ace (4 points).
- In his three years (3 points), he has fought in 28 events (28
- points) and had to use Gold Cross services four times (-4
- points). His new prestige entering the next season is 55.
-
- I hope you have as much fun with this system as we have. Happy
- duelling!
-
-
-
-