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Month Index: November, 2001
From: Tilaurin <tilaurin@?????????????????.com> Date: Fri, 23 Nov 2001 19:20:48 +1030 Subject: Re: semi-inertial tactical movement
the WCC allready has acceleration rules, so I think we don't really need this, but still it all looks like GW. Tilaurin tilaurin@?????????????????.com http://www.planetbaldursgate.com/atreus/index.html "Dying Swans/Twisted Wings, Bring This Savage Back Home" - Brave New World, Iron Maiden ----- Original Message ----- From: "Alex James" <acjames148@????.ca> To: <SPELLJAMMER-L@??????.???????.com> Sent: Friday, November 23, 2001 4:53 PM Subject: [SPELLJAMMER] semi-inertial tactical movement > This is based on the view of wildspace as physically virtualy empty, but > with a magical medium against which the helm can push to provide motive > force. > So, I was thinking that if we keep track of the ship's speed each turn, and > add half this to the ship's SR next turn, due to magical friction (iff there > is an operating helm on board) plus physical inertia. But, the helm has a > maximum attainable speed based in part on the helmsman in addition to its > maximum thrust (which in this system should be lower than before > (friction)). > i.e. a minor helm does 1/5th and a major 1/3rd of helmsman's class > levels in thrust. > ex. an 8th level wizard with a major helm is at rest. Rnd 1: at full > thrust the ship moves 2 spaces. Rnd 2: the ship's inertia moves it one > space, and the helm adds another 2 SR, for a total of three spaces this > turn. etc. > -- > Secondly, how about having manuverability ratings as how many SR points can > be turned from striaght ahead, how angled off and how spun the ship can be > at end of turn, each round, with the motive force of the helm being > naturally forward thrust. > MC:A 8 points* 90deg., max 180deg.; turn 180deg. > i.e. SR 8 sidesaddle lurch > OR at SR 4 stop dead > and turn around in one turn (even if still gliding > backwards) > B 6 points*90deg., max 180 deg.; turn 90deg. > i.e. two turns to turn around > C 4 points*90 deg., max 90 deg.; turn 90deg. > ex. going at speed 4 with SR 2 helm. right angle turn, thrust turned > to oppose previous motion, other 2 speed points turned to right angle. Ship > moved 2 spaces to the side, 0 forward, and is facing to the side. > D 4 points*45deg., max 90deg.; turn 45deg. > E 2 points*45deg., max 90deg.;turn 45 deg. > F 2 points*45deg., max 45deg.; turn 45 deg. > G 1 point*45deg., max 45deg.; turn 50% chance 45deg. > > ******************************************************************** > The D&D; Homepage: http://www.wizards.com/dnd/Welcome.asp > The Spelljammer Homepage: http://www.darkwoodforest.com/rpg/compendium/ > To unsubscribe, send email to LISTSERV@??????.???????.com > with UNSUB SPELLJAMMER-L in the body of the message.
Previous Message: semi-inertial tactical movement
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Month Index: November, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| semi-inertial tactical movement | Alex James | |||
| Re: semi-inertial tactical movement | Tilaurin |