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russell at itntl.bhp.com.
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Old March 19th, 2000, 07:12 PM
In Necromunda, the Scavvies can have mutants. Each model can have only
one mutation so I have modelled these as conflicting options.
The difficulty arises when the Boss wants to take the same option on
two different scavy mutants. The rules say that the cost of each
mutation is multiplied by the number of mutants with that mutation in
the army.
For example, if I have a scavy with eyestalks the eyestalks costs C. If
I then take another scavy, and want eyestalks on it as well, the
eyestalks cost 2xC this time. Taking it further, if I want another
scavy with eyestalks, this model has to pay 3xC for his eyestalks and
so on (you get the idea).

Any ideas how I can do this? The only way I can think of so far is to
have a user cost attribute and leave it to the player to add the
appropriate amount. I'd like a neater (for the player) solution :-)

Russell.

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rob
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Join Date: May 2005
Posts: 8,232

Old March 20th, 2000, 12:00 AM
Code:
Hmmm. I think this one is going to need to be solved with the "user" 
attribute for now. There *might* be a weird way of solving this within V2, 
but I'm really not sure. Please ping me on this one again this next weekend 
and I'll see what I can come up with. I just got home and I leave for a 
trade show tomorrow, so all my bandwidth is focused on getting caught up 
with the backlog right now. I should have time to think about this 
vis-a-vis V2 next weekend.

Thanks, Rob


At 08:12 PM 3/19/00 -0800, you wrote:
>In Necromunda, the Scavvies can have mutants. Each model can have only
>one mutation so I have modelled these as conflicting options.
>The difficulty arises when the Boss wants to take the same option on
>two different scavy mutants. The rules say that the cost of each
>mutation is multiplied by the number of mutants with that mutation in
>the army.
>For example, if I have a scavy with eyestalks the eyestalks costs C. If
>I then take another scavy, and want eyestalks on it as well, the
>eyestalks cost 2xC this time. Taking it further, if I want another
>scavy with eyestalks, this model has to pay 3xC for his eyestalks and
>so on (you get the idea).
>
>Any ideas how I can do this? The only way I can think of so far is to
>have a user cost attribute and leave it to the player to add the
>appropriate amount. I'd like a neater (for the player) solution :-)
>
>Russell.


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Rob Bowes (rob@wolflair.com (rob@wolflair.com))                                 (650) 726-9689
Lone Wolf Development                                      www.wolflair.com
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