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Crypt

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  1. Re: Megamovement DCV errata ?

     

    If you Megascale a Movement Power with a Turn-Mode such as Flight' date=' doesn’t the Turn-Mode Megascale as well? In other words, if you buy Flight Megascaled so that each unit of Flight = 1km then you measure how much space it takes to turn in km, right? Whereas, if you buy Flight with Increased Non-Combat Movement up to the same speed/distance, you still have a Turn-Mode but it’s measured in Hexes (or Meters or whatever). It may be a Turn-Mode, but it’s turning on a dime compared to the Megascale character/vehicle going the same speed. This doesn’t really have anything to do with “Megamovement DCV” other than to illustrate that there are differences between Megamovement and regular movement (unless I’m completely mis-remembering how Turn-Mode and Megascale interact).[/font']

     

    Then Megamovement should give even less DCV than regular movement because it's harder to dodge (turn) while "megamoving"

  2. Re: END cost for FTL travel

     

    In order to find the time required =

     

    Time = Range - VF.

     

    Then check this table:

     

    -4=1seconds

    -2=2 sec

    0=4 sec

    2=8 sec

    4=15 sec

    6=30 sec

    8=1minute

    10=2mn

    12=4mn

    14=8mn

    16=16mn

    18=32mn

    20=1hour

    22=2h

    24=4h

    26=8h

    28=16h

    30=32h

    32=64h

    34=128h

    36=256h

    38=512h

    40=1024h

    42=3 months

    44=6 months

    46=1 year

    etc.

     

    Ex:

    1UA (68) at light speed (54) = 68-54 = 14 = 8 minutes

     

    As far as you use VF this table works with any movement power.

     

    The actual formulae is=

    Time in seconds = [(√2)^(Range-VF)]X[(60X60X24X365)/[(√2)^46]]

  3. When dealing with characters or vehicles (ship) with FTL travel and a Cost END limitation, assuming a cruising SPD 2 we may use existing parameters (VF and Range mod) to quickly find the END/Fuel cost of a long trip =

     

    Velocity Factor of light is 54. (cf APG p 178)

    Because FTL travel follows the same scale as VF we can say that : the VF of FTL equals Base Cost+44.

    10 pts = VF 54

    56 pts= VF 100

    60 pts = VF 104, etc.

     

    Now find the Range mod of the distance travelled.

    1UA=Range mod 68

    1 Light Year = Range mod 100. (cf 6E2p 162)

     

    Let's say e=END cost per phase.

     

    Total END cost = [(√2)^(Range-VF)] * 2/3 * e.

     

    For instance:

    at 10 pts of FTL (light speed); Cost End (-1/2) : 1 END/phase

    we want to travel 1 light year

    VF=54

    Range=100

    Total END cost = [(√2)^(100-54)] * 2/3 * 1 = 5 million END.

     

     

    at 56 pts of FTL (light speedX8M); Cost End (-1/2) : 6 END/phase

    we want to travel 1 light year

    VF=100

    Range=100

    Total END cost = [(√2)^(100-100)] * 2/3 * 6 = 4 END

     

     

    at 12 pts of FTL (light speedX2); Cost End (-1/2) Increased End Cost X10 (-4) : 10 END/phase

    we want to travel 1 UA

    VF=56

    Range=68

    Total END cost = [(√2)^(68-56)] * 2/3 * 10 = 427 END

     

     

    Obviously it could be a table instead of an equation =

    http://cryptmaster.free.fr/site/HERO/FTL.php

  4. Re: FTL Travel

     

    about that:

    at 56 BP: Speed of light X 8M = 1LY/s (actually this is not true. There is 31M s in 1 year so 1LY/s should be at the 60BP level.)
    44: 1LY/4mn

    46: 1LY/2mn

    48: 1LY/mn

    50: 1LY/30sec

    52: 1LY/15 sec or 1 turn

    54: 1LY/7sec

    56: 1LY/4sec

    58: 1LY/2sec

    60: 1LY/sec

    62: 2LY/s

    64: 4LY/s

    66: 8LY/s

    68: 16LY/s

    70: 32LY/s

    72: 64LY/s

    etc...

     

    72BP=64LY/s instead of 250.....the nasty effect of rounding....

     

     

    PS: now that i have what i wanted to know here is the house rule i wanted to build =

    http://www.herogames.com/forums/showthread.php/77289-END-cost-for-FTL-travel

  5. Re: FTL Travel

     

    According to 6e2:17 by default everyone is assumed to act at speed 2 when out of combat. If you treat vehicles the same way and it doesn't matter how fast your vehicle is' date=' they all use the same SPD when just cruising.[/quote']

     

    ok so basically,

    300 Mega meters /s at SPD 2 => 1800 Mega meters and 1 END(*) / phase

    1 LY = 10 000 billion km so it would need:

    10.000.000.000.000.000 / 1.800.000.000 = 5.555.555 END to travel 1 LY at C

     

    (*)

    10 BP: Speed of light.

    Cost END (-1/2)

    Real: 7.

     

     

    Now at 56 BP: Speed of light X 8M = 1LY/s (actually this is not true. There is 31M s in 1 year so 1LY/s should be at the 60BP level.)

    8M X 300M m/s at SPD 2 => 8M X 1800M m and 6 END / phase

    10.000.000.000.000.000 / 14.400.000.000.000.000 = 0.69

    6 X 0.69= 4 END to travel 1 LY at 8MXC

    (the same cost as 6 X 5.555.555 / 8M)

     

    Ok.

  6. Re: FTL Travel

     

    And be able to make more course corrections.

     

    If that wasn't a concern, then they could reduce their SPD for the duration and save on END.

     

    Well, so you mean that FTL Travel is, by default, supposed to be a SPD 2 movement ? (let's say that on a well planned long trip the ship only move so there is no need to change its SPD)

  7. Re: FTL Travel

     

    FTL is purchased in terms of distance / time. For example:

     

    FTL Travel (6 Light Years/day)

     

    If you use the power at full strength for one day, you will travel 6 light years. During the course of that day, you would spend END on every phase.

     

    Not terribly difficult, IMO....

     

    Then a SPD 4 ship would spend more END than a SPD 3 ship even if they travel at the same speed.

     

     

    Not necessarily - most vessels consume more fuel or energy when maneuvering, especially when in combat. You could assume that a character or ship moving in a straight line can voluntarily lower their SPD to 2 in order to conserve fuel or energy. This would also have the interesting effect of the ship or character not being immediately fully combat ready, taking one or two Phases to change SPD.
    I mainly wonder about long trip fuel consumption (how much time the ship may work with all systems on, etc..)
  8. Re: Megamovement DCV errata ?

     

    Why is it difficult to accept that there are different DCV bonus structures in place for different forms of Movement?
    For the same speed MegaMov would give a better DCV ???

    That's non-sense.

    One rule for this case, another for this other case.......sometimes Hero may be very ugly.

  9. FTL travel with a Cost End limitation (*) is supposed to "cost END every Phase it’s used, just like any other power that costs END."

     

    (*) like two of the three examples 6E1p225 and a lot of spaceships in 5E Star Hero (several of them even have a X10 END cost.)

     

    Well well...

    Unlike the other movement powers FTL is given in speed, not in distance.

     

    So i wonder how we are supposed to handle an END/phase mecanism.

     

    For 10 BP: Speed of light.

    300 Mega meters /second

    Cost END (-1/2)

    Real: 7.

    Are we supposed to convert it in a way that the character/vehicle actually move at a maximum of bought FTL ? (in this example: 300Meg m/s)

    300Meg m/s = 3600 Meg m/turn

    Then at SPD 2 => 1800 Meg m/phase

    at SPD 4 => 900 Meg m/phase

    SO the more SPD the character or vehicle has, the more tiring it's to move at the same speed (that's non sense, isn't it ?...)

     

     

    Or are we supposed to understand "distance" when "speed" is written ?

    For instance: 300Meg m/s ===> 300Meg m/phase (so at SPD 2 or more the actual speed is superior to the one bought.)

     

    PS: please read the whole post before answering. Thanks :)

     

    PPS: don't tell me that we shouldn't add a Cost END limitation to FTL.

  10. Re: Megamovement DCV errata ?

     

    64m/t: 1 DCV

    64000: 21 DCV

    so x1000 = +20 DCV

     

    That's for the first level of megamovement. (+1 advantage in 6E)

    Each level thereafter multiply the distance per 10, not 1000.

    (6E1p157; 6E1p341 and 6E2p24.)

    So the second level of megamov (+1 1/4 advantage in 6E) = X10.000 = 10km. This level should equal 27 DCV, not 39.

     

    Look at the first post...

     

     

    So going faster doesn't necessarily make you harder to hit.
    Maybe but that's not helpful here...
  11. Re: Megamovement DCV errata ?

     

    Steve said: "The table on 6E1 157 is correct."

     

    So i have a problem here. I don't see how this table may be correct.

     

    6E2p24, on the Velocity Based DCV, each X2 velocity = +2DCV so each X1000 velocity = +20 DCV.

    64m/t: 1 DCV

    125 : 3 DCV

    250 : 5 DCV

    500 : 7 DCV

    1000: 9 DCV

    2000: 11 DCV

    4000: 13 DCV

    8000: 15 DCV

    16000: 17 DCV

    32000: 19 DCV

    64000: 21 DCV

     

    Each level of Mega movement beyond the first one is X10 distance so i don't understand how it could give +20 DCV...(which is related to X1000 distance, not X10 ! )

    The 6E1 p157 table doesn't follow the 6E2 p24 rule.

     

    :help:

  12. i think there is a mistake with the Megamovement Velocity Based DCV

     

    As seen on 6E2p24, Velocity Based DCV, each X2 velocity = +2DCV

    (actually this is the same as the VF found in APG p178)

    So each increment of velocity X (Square root of 2) equals +1 DCV.

     

    the Megamovement Velocity Based DCV (6E1p157) ==>

    1 level of MegMov: DCV 19

    2 level of MegMov: DCV 39

    ....+1 level : +20 DCV

     

    I think it should be:

    1 level : DCV 20 (or 19, that's not the big deal)

    2 levels : DCV 27

    ....+1 level : +7 DCV (or +6.6 DCV)

    ....+3 levels: +20 DCV

     

     

    The first level of MegMov is X1000 distance.

    (Square root of 2)^20 = 1024 so the first level = DCV 20

     

    +1 level of MegMov is X10 distance.

    (Square root of 2)^7 = 11 so each level increment = +7 DCV

     

    Am i right ?

  13. As seen on 6E2p24, Velocity Based DCV, each X2 velocity = +2DCV

    (actually this is the same as the VF found in APG p178)

    So each increment of velocity X (Square root of 2) equals +1 DCV.

     

    So i think there is a trouble with the Megamovement Velocity Based DCV (6E1p157) ==>

    1 level of MegMov: DCV 19

    2 level of MegMov: DCV 39

    ....+1 level : +20 DCV

     

    I think it should be:

    1 level : DCV 20 (or +20 DCV for a fair and accurate DCV...but that's another story)

    2 levels : DCV 27 (or +27...)

    ....+1 level : +7 DCV (or +6.6 DCV)

    ....+3 levels: +20 DCV

     

    Explanation:

    The first level of MegMov is X1000 distance.

    (Square root of 2)^20 = 1024 so the first level = DCV 20

     

    +1 level of MegMov is X10 distance.

    (Square root of 2)^7 = 11 so each level increment = +7 DCV

     

     

    note:

    (Square root of 2)^19 = 724. The ^20 version is closer to the needed X1000 result.

    (Square root of 2)^6 = 8. The ^7 version is closer to the needed X10 result.

     

    PS: please read the whole post before answering. Thanks :):)

  14. Re: APG Realistic Throwing

     

    In order the get throwing distance which follow the kinetic equation :

    (STR-Mass)/2

    then check the result on this table:

    http://cryptmaster.free.fr/site/HERO/log.php

    And multiply the result by the distance you think a guy throwing a Mass equal to his STR may throw.

    For the purpose of this example let's use 2m. (it could be any value the GM choose. IMHO at least 1m.)

     

    Ex:

    STR 10 = 100kg

    Mass 5 = 50kg

    10-5 / 2 = 2.5 rounded to 3

    +3 on the table = X 1.52

    2mX1.52 = 3m

     

    STR 45

    Mass 5

    45-5 / 2 = 20

    +20 on the table = X 16

    2mX16 = 32m

     

    STR 17 = 264kg

    Mass -23 =1kg

    17-(-23) / 2 = 20

    +20 on the table = X 16

    2mX16 = 32m

     

     

    STR 90

    Mass -23

    90-(-23) / 2 = 57

    +57 on the table = X 2,702

    2m X 2,702 = 5 km

     

    This is A LOT simpler than the APG rule...

  15. Re: 6E p172 Object BODY table

     

    Well, in your opinion is it wise, for a gritty genre, to increase the Body of unliving object (over living values) or would you decrease those of living being instead ?

     

    Living 10 => 10

    Unliving 7 => 13

    Complex 5 => 8

     

    or

     

    Living 10 => 7 (looks like a nice Body value for an average everyman npc)

    Unliving 7 => 10

    Complex 5 => 5 (?)

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