Jump to content

Segment based movement


captainNeda

Recommended Posts

Re: Segment based movement

 

I've considered basing movement not on a per turn basis, but per segment, and modified the purchase of movement so every 10 points doubles movement. I did this to obviate VLF in that now a character can add 1d6/5 points of movement.

 

In doing this, it became obvious that acceleration needed to be modified as well. Base movement is considered combat movement and assumes a character can accelerate start and stop in the same phase. Since distance is the final velocity minus the initial velocity over two d= (vo - v1)/2 it made sense to modify acceleration to 2” per inch rather than 5” per inch as per 4th and 5th ed Rules. At the end of an acceleration a character can have a velocity twice that of the distance they moved, this is non combat movement, and as with the old system, characters get a free x2 multipliers. Because of the nature of acceleration and movement this CAN NOT BE SOLD OFF. The funny thing about using 2” per inch of acceleration is that a character can have a velocity of 0, accelerate ½ a segment and deceleration ½ a segment to have an ending velocity of 0, and move half their combat movement, essentially a half move, so half move rules still apply normally.

 

Through the centripetal acceleration formulas v^2/r and some other calculations I've concluded a character with a X combat movement traversing the circumference of a circle with radius equal to X requires as much acceleration as their movement would permit. Therefore any character can traverse the circumference of any circle with a radius equal to their combat movement in 6.28 seconds and make a turn of about 56 degrees every second. Because of this I’ve concluded that characters should be permitted a 60 degree turn when they use their maximum movement. When they use 1/2 their movement the force for the turn is quartered so they are able to make 2 equally spaced turns. As they slow down each time they halve their movement, they double their turns, so 1/4 their movement is 4 turns and so on. The reverse is also true when traveling non-combat. For each non-combat multiplier used, the character doubles how many segments it will take to make a turn. Using the natural non-combat multiplier means a character can make a 60 degree turn every two segments.

 

I’ve also concluded that for 5 character points characters should be able to purchase an increased maneuverability or an increased non combat multiplier. Characters may purchase one or the other, never both. The increase maneuverability doubles the number of turns a character can make as well as the rate at which the character accelerates. In addition each purchase of increased maneuverability allows a character to increase their combat by 50% of their last increase as they start going non-combat earlier. They are only allowed to increase their movement until they reach their maximum non-combat movement. For example a character with 8” of combat movement gains 4” combat movement with one purchase of maneuverability. The next purchase grants and additional 2” while the third and fourth only allow 1”. This character can then make 8 turns at their full non-combat speed, accelerate to 16” velocity in 1” and travel at a max speed of 16” per segment.

 

I’ve enclosed a chart detailing movement, mass and how many joules of Kenetic energy an object has. To figure out how many dice of damage something would be just divide by 5

 

Strength Movement Kilograms Meters/ Second MPH Joules

-60 0.0078125 0.006103516 0.015625 0.03495213 0.00

-55 0.011048543 0.012207031 0.022097087 0.049429776 0.01

-50 0.015625 0.024414063 0.03125 0.069904259 0.01

-45 0.022097087 0.048828125 0.044194174 0.098859552 0.02

-40 0.03125 0.09765625 0.0625 0.139808519 0.05

-35 0.044194174 0.1953125 0.088388348 0.197719103 0.10

-30 0.0625 0.390625 0.125 0.279617038 0.20

-25 0.088388348 0.78125 0.176776695 0.395438207 0.39

-20 0.125 1.5625 0.25 0.559234075 0.78

-15 0.176776695 3.125 0.353553391 0.790876413 1.56

-10 0.25 6.25 0.5 1.11846815 3.13

-5 0.353553391 12.5 0.707106781 1.581752827 6.25

0 0.5 25 1 2.2369363 12.50

5 0.707106781 50 1.414213562 3.163505654 25.00

10 1 100 2 4.4738726 50.00

15 1.414213562 200 2.828427125 6.327011307 100.00

20 2 400 4 8.9477452 200.00

25 2.828427125 800 5.656854249 12.65402261 400.00

30 4 1600 8 17.8954904 800.00

35 5.656854249 3200 11.3137085 25.30804523 1,600.00

40 8 6400 16 35.7909808 3,200.00

45 11.3137085 12800 22.627417 50.61609046 6,400.00

50 16 25600 32 71.5819616 12,800.00

55 22.627417 51200 45.254834 101.2321809 25,600.00

60 32 102400 64 143.1639232 51,200.00

65 45.254834 204800 90.50966799 202.4643618 102,400.00

70 64 409600 128 286.3278464 204,800.00

75 90.50966799 819200 181.019336 404.9287237 409,600.00

80 128 1638400 256 572.6556928 819,200.00

85 181.019336 3276800 362.038672 809.8574473 1,638,400.00

90 256 6553600 512 1145.311386 3,276,800.00

95 362.038672 13107200 724.0773439 1619.714895 6,553,600.00

100 512 26214400 1024 2290.622771 13,107,200.00

105 724.0773439 52428800 1448.154688 3239.429789 26,214,400.00

110 1024 104857600 2048 4581.245542 52,428,800.00

 

 

I’ve also included a chart with some examples of attacks and damage.

 

Tell me what you think Ken

KE mass KG velocity Game Inches Damage

M829 APFSDS-T 5,996,135.00 4.3 1670 835 19d6

Tank 30 MPH 5,996,158.40 60781.38 14.04644 7.02322 19d6

Heavy Car 210 MPH 5,996,368.62 1360.777 93.8784 46.9392 19d6

A rifle can shoot a 4.20 g bullet at a speed of 965 m/s 1,955.57 0.0042 965 482.5 7d6

Mjolner 5,996,097.93 25 692.595 346.2975 19d6

Baseball at 85 MPH 104.69 0.145 38 19 3d6

Captain America's Shield 961.36 5.44 18.8 9.4 6d6

Earth 6E+24

A-10 GAU8 4200 rounds/minute 230,758.64 0.43 1036 518 14d6

Human Body Terminal Velocity 180,000.00 100 60 30 14d6

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...