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Movement rates

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Arenamontanus Arenamontanus's picture
Movement rates
I was just wondering, since I can't seem to find a listing, how to determine the movement rates of different kinds of motion systems?
Extropian
Decivre Decivre's picture
Re: Movement rates
Arenamontanus wrote:
I was just wondering, since I can't seem to find a listing, how to determine the movement rates of different kinds of motion systems?
I've been quite confused by this as well. The book details the different mobility systems for machines and the costs involved, but somehow skips over the actual speed. Usually, what I do (as I've already had to address this in my campaign) is that I generally stick as close to the 4/20 average movement that is given in the game.
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mickykitsune mickykitsune's picture
Re: Movement rates
I'd say its probably safe to assume a rate of 4/20 unless otherwise indicated. :)
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Arenamontanus Arenamontanus's picture
Re: Movement rates
mickykitsune wrote:
I'd say its probably safe to assume a rate of 4/20 unless otherwise indicated. :)
Yes, but what speed would my rolling bot have? Or when I add jet engines to a case?
Extropian
mickykitsune mickykitsune's picture
Re: Movement rates
If the standard 4/20 rates dont seem correct, you could try deriving them from the listed rates for the built-in movement modes given to all the various synthmorphs
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Arenamontanus Arenamontanus's picture
Re: Movement rates
mickykitsune wrote:
If the standard 4/20 rates dont seem correct, you could try deriving them from the listed rates for the built-in movement modes given to all the various synthmorphs
Yes, but I was hoping somebody had already done that work or that there were perhaps some sensible way of deducing movement rates.
Extropian
CodeBreaker CodeBreaker's picture
Re: Movement rates
During my number crunching on Synthmorphs, working out movement rate costs was one of the things that really got me stumped, to the point where I am almost certain that Synthmorphs are not made according to a formula like Biomorphs are (Didn’t stop me making my own for custom ones :p). I worked out some (kind of) arbitrary numbers that keep things balanced during morph design, and then used that to get the potential credit costs. All movement types are purchased for the credit costs listed on page 310 of the Core Rulebook. They all start at 4/20 movement, and then are modified using the following figures and the costs are added/subtracted. Increase Walking Speed by 1 = 500 Credits. Also increases Running Speed by 4. Decrease Walking Speed by 1 = -500 Credits. Also decreases Running Speed by 4. Increase Running Speed by 1 = 100 Credits. Decrease Running Speed by 1 = -100 Credits. When purchasing movement speeds with favors, all costs are added together and then rounded to the nearest favor rating. All movement types have a minimum cost of Low.
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Arenamontanus Arenamontanus's picture
Re: Movement rates
Here are the speeds from the core book, sunwards and gatecrashing for synthmorphs and bots: Lunar Flier Flight 8 40 Reaper Hopper 4 20 Swarmanoid Hopper 4 20 Creepy Hopper 4 12 Speck Hopper 1 5 Recon hopper Hopper 4 20 Flexbot Hover 8 40 Reaper Ionic 12 40 Kite Ionic 12 40 Recon flyer Microlight 4 20 Sky mote Microlight 4 20 Slitheroid Rolling 8 32 Swarmanoid Rotor 4 32 Gnat Rotor 8 40 Guardian angel Rotor 8 40 Saucer Rotor 8 40 Slitheroid Snake 4 16 Recon snake Snake 4 8 Arachnoid Thrust vector 8 40 Sundiver Thrust vector 12 60 Interceptor Thrust vector 12 200 Kite Thrust vector 8 40 Explorernaut Thrust vector 4 20 Manipulator cuff Tracked 2 8 Sentry bot Tracked 4 16 Thumper Tracked 4 20 Reaper Vectored thrust 4 20 Automech Vectored thrust 4 8 Case Walker 4 16 Synth Walker 4 20 Arachnoid Walker 4 24 Flexbot Walker 4 16 Reaper Walker 4 20 Swarmanoid Walker 2 8 Creepy Walker 4 12 Dwarf Walker 4 12 Servitor Walker 4 20 Q-morph Walker 2 4 Steel morph Walker 4 20 Steel morph (liquid silver) Walker 4 20 Scorcher Walker 2 4 Kite Walker 2 8 Spare Walker 2 8 Ku Fu Walker 4 20 Recon hopper Walker 4 20 Retriever Walker 4 20 Automech Wheeled 4 8 Dr Bot Wheeled 4 16 Servitor Wheeled 4 20 Ku Fu Wheeled 4 32 Explorernaut Wheeled 4 20 Dragonfly Winged 8 32 Speck Winged 1 5 Kite Winged 8 32 Zephyr Winged 8 40 Robomule Walker 4 20 Going through them I got the following: Flight 8/40, Hopper 4/20 except for the speck, Hover 8/40, Ionic 12/40, Microlight 4/20, Rolling 8/32, Rotor 8/42 except for swarmanoid, Snake 4/16 or 4/8, Thrust vector 4/20, 4/40, 8/40, 12/60 or 12/200 (!), Tracked 2/8, 4/16 or 4/20, vectored thrust 4/8 or 4/20, Walker 4 (except for swarmanoid and quartz at 2)/4-20, Wheeled 4/8-32, Winged 8 (except for speck)/32-40. I think the best way of explaining the deviations are that small bodies have lower movement rates, and that there are a great deal of speed variations for thrust vectors depending on size and armour. Walkers and wheeled shells probably differ depending on leg lengths, wheels and other designs; presumably this is where common sense needs to come in.
Extropian
Arenamontanus Arenamontanus's picture
Re: Movement rates
By the powers of darkness, arise dead thread to serve me! In tonight's session we struggled with movement rates again, but this time for long range flight. A modified Reaper needed to travel 13,000 km across a planet - how long would it take? It is a bit annoying that there are no cruise speeds given for the morphs and vehicles. Using the assumption that one action turn is 3 seconds give a speed of 1.33 m/s walking and 6.66 m/s running, or 24 km/h - not too implausible. The reaper would get up to 48 km/h using its ionic drive but just 24 km/h with vectored thrust. So I might have been too kind about them reaching the destination in just 5 days - the double seems more likely (but then the planet would have been destroyed). And this assumes no breaks, which is unlikely even for synthmorphs. Any other thoughts on handling the long distance travel? The above Reaper-sleeved character now plans to inhabit a GSV instead.
Extropian
Tyrnis Tyrnis's picture
Re: Movement rates
I think your calculations of speed look pretty good -- it makes running speed for biomorphs about a 4-minute mile, which is really fast but potentially achievable by today's standards. For vehicles, here's a look at the math behind aircraft optimal cruise speeds: http://www.eaa1000.av.org/technicl/perfspds/perfspds.htm Since the math isn't really practical for a game, though, I think it's pretty safe to assume that your optimal cruising velocity is going to be about 70 - 80% of the vehicle's listed maximum. That fits with the example the webpage provides, though I don't know how generalizable it _really_ is. Close enough for my purposes, anyway.
Xagroth Xagroth's picture
Re: Movement rates
Uuuh... more than just the movement rates are an issue here, I think. Could the reaper achieve enough impulse to leave the atmosphere? What is its roof/max altitude of operations? For what you said, I think the morph was walking. As for the "go noon-stop", there are ways around that, the most obvious being to use the Muse as an autopilot of sorts. After that five days of nonstop walking, of course the morph will need a deep refit XD