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I Believe I Can Fly With Average Maneuverability
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<blockquote data-quote="Plane Sailing" data-source="post: 3877900" data-attributes="member: 114"><p>I was thinking about this a month or so ago, and thought of a system which might work (although some other people at the time didn't think much of it, I soldier on regardless <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>Background: Runequest2 used to distinguish between 'in combat' and 'out of combat' speeds - basically different creatures had a different multipliers for their 'out of combat speed' Something like x2 for bipeds, x5 for quadropeds, x10 for flying creatures.</p><p></p><p>The key idea is that manouverability would affect how much movement you get in melee. In a no-facing system, the only real aspect of manouverability that reflects your ability to make choices is how far you get to go.</p><p></p><p>So something with poor manouverability might have combat movement of 4 squares, something with average manouverability might have combat movement of 8 squares and something with perfect manouverabilty might have combat movement of 12 squares</p><p>They might all have out of combat movement rate of 20 squares, or there might be differences. (completely made up figures).</p><p></p><p>An approach like this would mean that all you need to know about the flying creature is its movement rate for melee as against its movement rate outside of melee, and then move it how you want.</p><p></p><p>Sure, it's simplistic... but I think there are times when simplistic is good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3877900, member: 114"] I was thinking about this a month or so ago, and thought of a system which might work (although some other people at the time didn't think much of it, I soldier on regardless ;)) Background: Runequest2 used to distinguish between 'in combat' and 'out of combat' speeds - basically different creatures had a different multipliers for their 'out of combat speed' Something like x2 for bipeds, x5 for quadropeds, x10 for flying creatures. The key idea is that manouverability would affect how much movement you get in melee. In a no-facing system, the only real aspect of manouverability that reflects your ability to make choices is how far you get to go. So something with poor manouverability might have combat movement of 4 squares, something with average manouverability might have combat movement of 8 squares and something with perfect manouverabilty might have combat movement of 12 squares They might all have out of combat movement rate of 20 squares, or there might be differences. (completely made up figures). An approach like this would mean that all you need to know about the flying creature is its movement rate for melee as against its movement rate outside of melee, and then move it how you want. Sure, it's simplistic... but I think there are times when simplistic is good :) Cheers [/QUOTE]
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I Believe I Can Fly With Average Maneuverability
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