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Re: [BNW] Re: bnw-digest.19991020





MForbeck@aol.com wrote:

>
> >> > Also, are vector and inertia maintained when one is teleported? This is
> >> > relevant, for example, if one is falling and teleports to the ground. If
> >> > inertia is maintained, one can still hit the ground pretty hard.
> >>
>
> The gentleman who answered this question before I got to it is correct. You
> can change direction, but velocity remains the same. You could teleport so
> that you were falling up until gravity brought you to a halt, then teleport
> away again. Good luck getting this to work. After all the range isn't all
> that far, so it's going to be cutting it close. I'd set the navigation target
> number at something like 20 for the initial "dodge the ground" port.
>

How about requiring an extra success to change direction?  Movement of 100km/hour
will only get a hero about 45 m into the air.  To teleport 45m you need a 15 on a
navigation roll.  Add an extra success and you need a 20.  Of course,  you could
do this in several stages, making in more manageable, but with inceased risk of
botching.  And it only takes one failure....

Remember also that speed increases very quickly when falling.  And then when you
suddenly reverse direction, you will go up almost as far as you have already
fallen.  And then start to fall again.

Doug "too much physics" Stalker