LucasC
First Post
So I'm working on a planetary classification system that encapsulates all the key elements needed to run a game and I have just come up to Gravity (pgs 255-256 of the playtest document).
Granting that it's possible I'm reading this wrong, I seem to be producing some pretty odd results attempting to use a more granular system than Low and High gravity.
Here are the definitions of Gravity as I read them:
Wanting to get slightly more complex I turn to the formulas on the middle of page 256.
My first observation is that it would be a real PITA to try and do anything w/this on the fly. So I have to plan that using anything other than the normal-low-high will require pre-planning. That's acceptable, although I'd like some more flexibility.
I think it gets worse tho - let's consider speed for instance.
Using normal-low-high the impact to speed is:
If, instead I use the formula it indicates that:
Starting w/a base speed of 6 that gives me results like this:
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I'm not great at math, it's possible I'm doing the math wrong.
Anyhow, here's an alternative I'm thinking of using.
We start w/the original rules defining the normal range:
Then notate deviance from normal as follows:
Then apply the following modifiers:
The impact to speed would be:
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More important than making the Speed number work out, the system would allow me to adjudicate this on the fly. I need to remember what things are affected and generally how but I don't really need a calculator to do the math.
It's rough and a first pass looking at it but I'm curious as to your thoughts.
Granting that it's possible I'm reading this wrong, I seem to be producing some pretty odd results attempting to use a more granular system than Low and High gravity.
Here are the definitions of Gravity as I read them:
- Normal Gravity = .6-1.4G
- Low Gravity = (anything) below .6G
- High Gravity = (anything) above 1.4G
Wanting to get slightly more complex I turn to the formulas on the middle of page 256.
My first observation is that it would be a real PITA to try and do anything w/this on the fly. So I have to plan that using anything other than the normal-low-high will require pre-planning. That's acceptable, although I'd like some more flexibility.
I think it gets worse tho - let's consider speed for instance.
Using normal-low-high the impact to speed is:
- Normal Gravity = no adjustment
- Low Gravity = +2
- High Gravity = -2
If, instead I use the formula it indicates that:
- Speed = (speed) * (1/G) rounded down
Starting w/a base speed of 6 that gives me results like this:
Gravity | Speed |
1.7 | |
1.6 | |
1.5 | 1 |
1.4 | 2 |
1.3 | 3 |
1.2 | 4 |
1.1 | 5 |
0.9 | 6 |
0.8 | 7 |
0.7 | 8 |
0.6 | 10 |
0.5 | 12 |
0.4 | 15 |
0.3 | 20 |
0.2 | 30 |
0.1 | 59 |
1
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6
[/TD]Anyhow, here's an alternative I'm thinking of using.
We start w/the original rules defining the normal range:
- Normal Gravity = .6-1.4G
- Low Gravity = (anything) below .6G
- High Gravity = (anything) above 1.4G
Then notate deviance from normal as follows:
- GL# indicates LOW gravity
- G indicates NORMAL gravity
- GH# indicates HIGH gravity
- Gz indicates ZERO gravity
Then apply the following modifiers:
- Speed : Add or subtract squares equal to number (add for low, subtract for high)
- Falling: multiply or divide by (1 + number) (multiply for high, divide for low)
- Load: multiply or divide by (1 + number) (multiply for low, divide for high)
- Agility: subtract number when in HIGH gravity
- Jump: add number when in LOW gravity
- Recoil: one square per number when in LOW gravity
The impact to speed would be:
Class | Gravity | Speed |
GH6 | 2 | |
GH5 | 1.9 | 1 |
GH4 | 1.8 | 2 |
GH3 | 1.7 | 3 |
GH2 | 1.6 | 4 |
GH1 | 1.5 | 5 |
G | ||
GL1 | 0.3 | 7 |
GL2 | 0.2 | 8 |
GL3 | 0.1 | 9 |
.6-1.4
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6
[/TD]It's rough and a first pass looking at it but I'm curious as to your thoughts.