Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
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.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
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
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.
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.
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.
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.
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