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Car Bomb
Not the good kind.

And boom goes the dynamite.

I always found it strange that we have no car bombs implemented. We have remotely trigged bombs that are implanted in your cranium, but things we currently have in the real world , not so much.

The idea is that these things can be quite crude , but are mostly used for assassinations and vendetta's topside. You find where that boss or competitor parks his car and a few days later , you have a barbequed corpie. Its ment as more of an alternative to car theft.

Car bombs should be made with a pretty high level of explosives knowledge. These items should be pretty expensive and shouldn't actually be readily available to evry player and their dog. If you want to use this kind of thing against another person or NPC, you should have to work to find or get this thing. Not that you can stockpile these and suddenly rig every chex taxi with a car bomb.

The components could involve wiring (electronics) , pipe bombs , ... Just a bunch of pipe bombs , put together with a detonator that goes off as soon as the car engine fires. Crude , but effective.

Installing the car bomb could go on security tech or auto tech. Security tech if you follow the reasoning that you would have to bypass the security sytem to hook up the bomb, Auto tech if you are following the reasoning that you are hooking it up to a specific car part. You need know what the wires do on the car before you can do something like that.

The action (Install carbomb in Holden) should take quite a bit of time to install, same method as breaking into a car. This way other players or NPC can actually catch you in the act of planting a bomb. And to stop players from magically installing a car bomb when you park your car for half a second. No installation should be possible when you leave your engine running.

The check in question could be equal or higher than the normal check for that cart part (Security system if security tech , engine if auto tech). You are modifying a part of a car , not just installing and uninstalling, so higher seems like a good plan.

The bomb can easily be detected by evaluating the car. If you are the kind of person that checks and evaluates their car before driving off , kudos on you. It could show up on the engine or security system slot (Ethicol engine with car bomb is installed in the holden's engine).

Same check should be used to uninstall or disarm the car bomb. ( uninstall car bomb from holden )

Failure on any of these checks can and should be able to result into you blowing yourself up. Critical failure should blow you up. You are playing with big fireworks and should know what you are doing. Don't go rubbing your face all over the carbomb , kids.

No garage should be needed , seeing as you are not going to tow a car to a garage to install a bomb. Same as car theft.

Damage wise : Good amount of damage to all parts of the car , tires and bodywork of the car should bear the most damage (also the easiest to uninstall / repair). Player damage : Alot , but doesn't have to be insta lethal. Decent and good stamina should be able to shrug off the damage. Seeing as you won't always be around when your targets car bomb goes off , actuall player kills of the bombs should actually be low. Damage should be based on the quality of car parts on the car. A good bodywork and bulletproof windshield will mean you can easily walk away from the car. Plastic bodywork however, you might wanna crawl.

Should put the immediate area ablaze (the fuel in the car igniting and such.)

Other car bombs could be made further down the line (Emp car bomb for the perfect ambush, ... )

Pros :

Non pure combat way of sending out grudges and vendettas.

'Stealth' way of sending a message to someone. Better than rigging their apartment with nades and tripwires.

Currently , the only way of getting at someone if you know where they park their car is stealing it and joyriding/wrecking/chopping the car. This is annoying for the player, but damaging the ride and the player is sending a message.

Perfect for setting an ambush that doesn't involve EMP nades if you are extremly patient. Doubtfull it will ever be used for this.

Usefull for players to rig their own cars to prevent car theft. Will be hilarious when said paranoid player forgets his own bomb and blows himself up.

More stuff to do for mechanics and bomb experts.

Cons :

Less usefull in red. People will just steal your car there if they have the skills to back it up.

Hard for players to figure out who planted the bomb on the car unless its parked under a camera or you leave a calling card.

More danger for car drivers.

For clarification , i mean the type of car bomb that explodes when the engine is turned on. Seen in many movies and cheesy series.

Not the type of car bomb that involves filling your car with explosives and that you would want to drive into the HOJ and use to attempt to blow up your car and the HOJ.

I like the multi-faceted skill approach to this.

Explosives to create a car bomb.

Secure-Tech to break into the car

Auto-Tech to install the car bomb

Although, I honestly think the lethality on this should be pretty high. If you go to the lengths to get one of these installs - it should almost guarantee a kill if your explosives skill is high enough.

I was thinking that as well originally, but decided against it.

But i wasn't sure on proposing killer bombs with a high lethality. Most players won't bother to check their vehicles evry damn time. Just like we don't check it evry time before driving to work.

Furthermore , Its retardedly safe... You arent around when the player in question is blown up , you have plausible deniability and unless the other player parks under camera's all the time and your disguise skill sucks , the person being blown up will have a hard time proving or even finding out it was you. it so "safe" its not even funny.

On the other hand , With this design you are only using the mistakes your target is making. If he isn't a totaly paranoia guy , he won't be checking his car evry time , he won't be parking it in the garages we have after using his car , thus leaving him open to this.

The multiskill aspect makes me wonder if such a thing would be used commonly if implemented. Most mechanics had auto-tech, they might have invested in secure tech , but it would still mean a two man job. Unless said mechanic has taken up bomb building in his spare time.

This of course , not taking in account that people could get softs and chrome to help out.

This is why i proposed a higher damage to the vehicle and a good amount of damage to the car. You should have a chance of killing a player , but nobody is going to enjoy being blown up with no roleplay and no save.

If it insta kills a player , without exception , its going to be very counter roleplay. Checking for explosives on a car are just a command , being blown up will be coded and having a player look for a target that may be anybody with half a brain in secure tech and mechanics could be over very quickly and is forced on the target.

I was going to make a suggestion that's practically this, but seeing as it already exists, I'd like to necro this thread with how far vehicle combat/damage has come since 2013 and revive discussion.

I'd very much like to see a craftable car bomb that's gated behind an explosives skill check to be rigged to vehicles that explode upon the car being started to cause damage to the vehicle. How much damage? I think it should be similar to a rough vehicle crash, damaging random components and the character inside (but not necessarily wrecking the car).

I think it'd be a nice little addition to explosives and what they can do, serve as a denial for characters' vehicles, send messages, and just generally be a fun RP tool. There already are coded ways to damage vehicles with planted bombs, but I think this would be a much, much nicer and additional way of doing it.

I do however think that the mechanic aspect of it should be considered and which skills it'd take to install a car bomb in a car. Auto tech? Secure tech? A combination of mechanic skills + explosives?

Maybe you could have it so all you need to install the bomb is the explosives skill, but in that case, it'll just be in complete plain sight and anyone will be able to see it. But if you have auto mechanic skills, you are able to hide it so it won't be seen by most people. After all, a mechanic is gonna know way more about where the best spots to hide a bomb on a car would be.
I'd push for explosives to be necessary (and a major component) of installing it in to the car itself for sure to avoid pushing characters with the skill into the crafter territory. I also don't think the bomb should be visible in plain sight though - but maybe the visibility of it during an evaluation could scale when it comes to someone who's a mechanic vs someone who isn't.
There's already a mechanism for install device + hiding it as making stealth checks...somewhere that I forget at this moment.

And there's also already a very elegant way to deal scaling damage to a vehicle that takes into account how well it was built and the quality of the parts and the quality/health of its safety features which is the crash code. This code also deals smartly scaling damage to the characters in the vehicle based on similar factors.

A car bomb could simply trigger 'crashes' with new messaging and not require a whole new method of damage application, plus crashing is quite well balanced in my opinion, it can cause problems easily but getting completely wrecked or killed from one requires some swiss cheese neglect like having poorly built or protected vehicles which is fair.

Yeah, I was thinking that it could just be repurposed code from the crash system as well. It'd be a nice deterrent and leave the choice of 'do I use my vehicle knowing it might blow up and inconvenience me or do I walk?' without barring a player from using their vehicle whatsoever at all even if it had a car bomb in it.

I do think that if it's high skill gated to craft and somewhat complicated to install, if possible I'd at least want it to have a minimum damage - since I've seen some crashes just do barely anything to the vehicle. It doesn't make much sense if a whole bomb just ends up slightly denting your rear panel and nothing else. I admit I don't know if the scaling part of the crash code could be adjusted for something like that, though.

It's starting to get a bit long ago and far away now but from memory a ten story drop can be shrugged off by very heavily overbuilt vehicles but can be crippling or even kill ones with no body or safety system installed, that might be an approximate starting point.
Also gives a really meaty reason to use reinforced parts, armor kits, and premium safety systems beyond vehicle combat which sounds like it might be in a bit of an uncertain limbo.

Quite a good idea overall I'd say.

I hadn't considered the parts quality at all at first but honestly now that you mention it, it really does open up a new avenue of why you should maybe upgrade your seatbelts among other parts rather than almost everyone brushing it off.

I don't know if vehicle combat will ever be as accessible as people want it to be, but this is certainly one way to make it a bit more open to those who don't have access to the whole IC process you need to undertake and invest a rather large amount of chyen into a section of the game and combat that is super rare for the time being.

Not to mention that more love for the explosives skill to justify the UE investment is always good in my eyes while also giving support skills a way to cripple or at least inconvenience pure combat characters.

Per the original post, I think evaluating a vehicle to see a bomb and even also disable it without a skill check could be pretty reasonable. That's just informed by my experience with vehicle stuff where pretty small roadblocks can be very burdensome on players if they don't have the right characters around to overcome them.

One might think what's the point if someone can just check for it and 'cut the red wire', but as long as it's not difficult to install in the first place you've got a very sneaky gameplay pressure that encourages players to be checking their vehicles often which keeps them outside of them and vulnerable for longer instead of entering the room and instantly hopping inside for protection. And that one time someone forgot to sweep their own vehicle after leaving the Drome? The boom is their fault.

I think it can go two ways:

a) either the installation is complicated and requires a multitude of skill checks involving mechanic skills and explosives

b) purely explosives like how rigging works as it stands, so explosives characters can do the damage while mechanic characters get the work from repairs

I think the first option would limit the use of it a lot and make it a rare sight due to the availability of characters that'd have all those skills (and sure softs are a thing but eh). If that's how it were to go, I'd also prefer the uninstalling be as equally complex and require as many skill checks. Otherwise I don't see it being worth it.

The second option would see a lot more car bombs being utilized due to explosives skill being far more common than a combination of all those skills. It would give the skill an edge mechanically. Explosives as a skill in my eyes is already in a weird spot with what they can do and I think they're just considered an inconvenience these days rather than a skill to watch out for and be careful about, and there has been a lot of discussion about how it's not really worth the UE investment as much as other skills to a high level. In that case if both crafting and install needed just explosives, I also don't see an issue with any character being able to defuse it or seeing it in an evaluation if that were the case, or just simply other explosives characters being able to defuse them as any other bomb.

Removed by admin due to breaking posts.
I actually don't support this outside of gm plots unless it was incredibly expensive like other top tier bombs for the same reason vehicle weapons work how they do.
A potential check so that players don't feel there's too much offline pressure being put on them compared to what is there already, might be to have devices that are only active for a limited time. Say 24 hours for example on the low end, or a week on the high. Then instead of some passive trap that could wait for months or years for their victim, it would be more of an active denial tool of your opponent's resources that they could wait out worst case.

In that situation though you'd really be looking at them being priced and skilled similarly to something like EMP grenades because they'd be effecting somewhat similar outcomes to similar purposes, but they might still be useful for sabotage and traps during active conflicts.

I'd be interested if tripwires could be set on car doors with exiting explosives. Anything more instantly damaging should probably be fairly difficult to source, as mentioned earlier.
I can get behind this with a minimum of explosives and secure tech. I can also see these being cheaper than gear required to steal a car. There isn't potential to take someone's property or sell it or w/e so it shouldn't be as expensive as modes that allow those things to occur.

I think secure tech specifically over auto tech because it forces players to make the same skill check as anyone else messing with your car and subjects them to the same consequences should they fail.

This does bring me to another idea. Mechanic sabotage. What happens if your mechanic pulls your security system in a garage and then sets up a timed explosive before putting it back? No secure tech check needed.