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Atgxtg

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Everything posted by Atgxtg

  1. Okay, I tested the log relationship and it doesn't hold up beyond Move 600 or so. The values for aircraft and spacecraft get father and farther off. I've tried sqaure root and 0.3 power equations, among others, and still can't fit the curve.
  2. Okay, so you are saying that: Rated Speed = (log(Mov)-1.4363)/0.0593 I'll have to plug that in the spreadshseet and see if it hold up for rockets and other vehicles. Thanks! BTW, If it does hold, then I suspect it could be simplified some. The benchmarks we have are sample values, and rounded off.
  3. I'm not seeing it. Exmaple: Move 350, Rated Speed 18. Log(350)= 2.64 , ln(350) 5.86 Is there some other step?
  4. Generally, any old Sci-Fi series is a good BRP candidate. The reason being that the older shows had to focus on plot, character development, story and "human action" simply because they couldn't afford to tell the story in another manner. That dovetails perfectly with an RPG's "player centered" adventures. Most SF series forcued on one ship/base/item, and the people who use it. I think the only difficult settings to fit are other RPG settings. Traveller, for example. Reason being that most SF RPGs tend to have lots of tech stuff that would need to be converted to fully cover the setting.
  5. I don't know, the speedometer stops at 120 mph I'll try a bigger rubber band next time. Ah! . That's about right for cars. Aircraft, and Spacecraft are where I can't figure out the relationship. I've thought of asking Jason just what formula he used for Rated Speed, but I'm afraid he'd tell me that he didn't use any, and just made up stuff that looked good to him at the time. Here is what I've been able to extrapolate about Rated Speed from the stats given for vehicles. Entries in Red are those that my estimated values, extrapolated from the other data points. Move Rated Speed 5 1 10 2 15 3 42 4 55 5 67 6 75 7 83 8 92 9 100 10 117 11 134 12 166 13 183 14 200 15 267 16 334 17 350 18 366 19 400 20 467 21 534 22 584 23
  6. That would give the standard sedan in BRP (MOV 134) a top speed of 1340 mph! MOV/2 is a better approximation.
  7. I have been working on a system for writing of vehicles since, well, before BRP Zero, and I think I can help a little. MOV & Real World Speed: According to the Movement Table (page 181), vehicle's kph rate is their combat rate*3/10 so KPH=3/10*m/round. Now, as you already know, the Combat Move rate is 1-5 times the vehicles MOV rate, typical 3 times the MOV. So kph= MOV*3+3/10 or kph=9/10 MOV So: Kph= 0.9*MOV Mph=0.56*MOV MOV=kph/0.9 (or approximately, kph*1.11) MOV=mph/.56 (or mph*1.79) MOV vs Rated Speed: Rated Speed is used in chases along with acceleration. Since a car can typically move several hundred meters per round, and a chase can take several rounds, vehicles can easily travel more than a kilometer during a chase, making it hard to handle on a battleboard. What they do is use the Rated Speeds to determine the relative speeds of the vehicles. the ACC rating determines how much the vehicles can change speed during each round of a chase. I haven't been able to nail down the Rated Speed and ACC formulas, although rated speed is almost a square root of the KPH, or maybe KPH/10 (at up to about 100kph, I can check my notes). I've got a formula that works for most vehicles ACC, although it doesn't quite hold up for the Vintage Car. I hope that helps. If you have any more questions, I'll see what I can do. I've got stats for several hundred vehicles done up, so I've got a good general idea of how to write up a vehicle. I got some guidelines for writing up real world vehicles in BRP, but I haven't posted an updated version in awhile. I've got a Vehicle Design System in the works, although aircraft are being difficult.
  8. So that leads me to believe that it is an average for children in the US. In other countries with a different ethic mix and/or nutritional level the numbers would be different.
  9. Okay, since I don't have MRQ2, I want to make sure I understand how it works before I do some number crunching. As far as I know the possible results are: Active Crits, Resistant Crits= High Roll Wins (partially counted) Active Crits, Resistant Succeeds= Active Wins Active Crits, Resistant Fails= Active Wins Active Crits, Resistant Fumbles= Active Wins Active Succeeds, Resistant Crits= Resistant Wins (not counted) Active Succeeds, Resistant Succeeds= High Roll Wins (partially counted) Active Succeeds, Resistant Fails= Active Wins Active Succeeds, Resistant Fumbles= Active Wins Active Fails, Resistant Crits= Resistant Wins (not counted) Active Fails, Resistant Succeeds= Resistant Wins (not counted) Active Fails, Resistant Fails= High Roll Wins (partially counted) Active Fails, Resistant Fumbles= Active Wins Active Fumbles, Resistant Crits= Resistant Wins (not counted) Active Fumbles, Resistant Succeeds= Resistant Wins (not counted) Active Fumbles, Resistant Fails= Resistant Wins (not counted) Active Fumbles, Resistant Fumbles= High Roll Wins (partially counted) Note the cases I have in red boldface. If I understand how MRW2 works, then those cases are not included in you calculations and are at least partially responsible for the discrepancies.
  10. I think your problem is that not all you cases are mutually exclusive. It also seems to ingore the chance of the active player failing, which can happen statistically.
  11. That is why the system I was working on was scalable and could be customized to fit a specific setting via "plugins". Ships were built by allocating a percentage of the ship to different systems. By changing the "plugin" you could adjust the efficiency of the system to better reflect a particular setting.
  12. Considering rust's signature line, I banking that he'll prefer using "Number One Ship".
  13. One thing about the Cthulhu Mythos is that when crossed over with any other story or setting it makes the other setting stranger. That's expected. Yet another thing about the Cthulhu Mythos is that when crossed over with any other story or setting, no matter how tame, it makes the Cthulhu Mythos itself stranger. That's usually not expected. For consideration (SAN checks apply. And BTW, if we check our SAN do we get to roll to see if it goes up?): Cthulhu Mythos & Sesame Street Cthulhu Mythos & Star Wars Cthulhu Mythos & Glorantha Cthulhu Mythos & Survivor Cthulhu Mythos & The Six O'Clock New Cthulhu Mythos & American Idol.
  14. I'm not blaming anyone for not providing feedback, I'm just trying to explain why I haven't been able to improve my design rules based on the (nearly non-existent) feedback. I could make a thread and post some of the spaceship design notes, and make the 1 page design sheet available to the masses. I haven't yet partly so I could polish it up before hand, but mostly because the lack of feedback I got from the playtesters made me feel somewhat embarrassed about my notes. I had gotten the impression that the playtesters had thought it sucked, and rather than risk hurting my feeling (ha! more like risk my wrath!!) they just ignored the subject and pretended it never happened.
  15. Assuming you are taking about my spacecraft and vehicle design rules, I would , but the playtesters didn't provide much feedback, so it is hard to complete it. I still think that the concept was sound, but that it needs some tweaking to get the numbers to work out where they should. I'd be willing to show what I have done so far.
  16. You think that was bad, just wait 'til Slime 2, with even worse stars.
  17. Nof once the Films come out. One thing about a remake is that is allows some ancient subject to become "new and trendy" again, not to mention mainsteam.Just look at what the LOTR film trilogy did for/to Tolkien's works.
  18. That is what it is like in my neck of the woods, too. I think BRP is doing alright within it's own fanbase, but that it isn't drawing in many new players.
  19. I don't thing SHADO can spare the renounces to find it to wipe. I always like UFO though (I do have the DVD box set), and thinjk it would make a great setting for an RPG. It's close enough to a modern day setting that you wouldn't need to design a lot of equipment and an entire setting, they way you often need to do with Sci-Fi. Outside of a half dozen vehicles, a few new weapons, and some gadgets, it is mostly a modern setting. Maybe I post some stats... I suppose we should stop threadjacking this topic. I really don't think UFO has any bearing on how BRP is doing, oher than adding a UFO book for BRP couldn't hurt.
  20. It was a mix. The vehicles did get used in every episode, but often they didn't solve the real problem. That was probably because the producers were trying to make their first TV series for adults. Up until that time all the Andersons' shows were aimed at children. So they probably worried about it be taken seriously. Also the show have a very downbeat tone to it. There was some humor, but mostly from Freeman and Foster. Plus the bearing did fit with the fact that they were a secret military organization fighting a clandestine war. Those Tom Cruise types would get drummed out ASAP.
  21. I'd say use something like alliegance (divine favor) as the rating (Star at POW%) and let characters earn "brownie points" for thier actions. Then they get to roll against that Divine Favor rating when they want a miracle. To really give it a Mythic Greek feel, the GM could keep the score a secret, so the players don't know just how well they are regarded by the gods. You could even keep track of their ratings with several deities, and even let the ratings go into negative. A negative rating means that the deity is annoyed with the character. On a successful annoyance roll the deity does something to punish the character. You could have fumbles result in the deity behaving in a manner contrary to what is expected (they can be fickle, can't they?). For example, a deity might feel that his follower is taking his divine favor for granted and gets angry and punish es the character as a lesson. Or a deity who is annoyed with a character might feel pity and give the character a break.
  22. Atgxtg

    Deus Vult

    Triff should probably start a section for reviews so they don't get buried on the discussion posts.
  23. I believe it is being produced by the UK company ITV. II can check my bookmarks and find out for sure at the UFO fansites (yeah, I got some bookmarked). I know I got some stats for things too. I did up a UFO and a SHADO mobile in EABA and BRP only a month ago. I s
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