Issue with the movement modifier

Discuss the Traveller RPG and its many settings
iggy42
Weasel
Posts: 37
Joined: Wed Dec 10, 2008 7:01 pm

Issue with the movement modifier

Postby iggy42 » Tue Dec 22, 2015 11:32 pm

My issue is with the flat "-1 per 10m of movement" modifier in combat. See the table below to see how quickly moving targets become unhittable which I'm sure isn't the intention.

A target moving at 100km / ~60 mph gets -16 to be hit. You'd need some serious fire control to engage that. Least we'll all be safe at crusing speed in our air/rafts...

(Sorry - the table doesn't come out very well, my bad formatting)

mph, kmh, m/6 sec, -mod,
3.1, 05, 08, 0,
6.3, 10, 17, 1,
9.4, 15, 25, 2,
12.5, 20, 33, 3,
15.6, 25, 42, 4,
18.8, 30, 50, 5,
25.0, 40, 67, 6,
28.1, 45, 75, 7,
31.3, 50, 83, 8,
34.4, 55, 92, 9,
37.5, 60, 100, 10,
46.9, 75, 125, 12,
56.3, 90, 150, 15,
62.5, 100, 167, 16,
125.0, 200, 333, 33,
187.5, 300, 500, 50,
250.0, 400, 667, 66,
375.0, 600, 1000, 100,
ShawnDriscoll
Cosmic Mongoose
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Joined: Sun Dec 13, 2009 6:13 pm

Re: Issue with the movement modifier

Postby ShawnDriscoll » Wed Dec 23, 2015 5:21 am

For cinematic games, you probably don't want to use modifiers.
Nerhesi
Duck-Billed Mongoose
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Joined: Thu Jan 24, 2013 3:46 pm

Re: Issue with the movement modifier

Postby Nerhesi » Wed Dec 23, 2015 6:14 am

I think this was being removed actually. We brought this up a month or two ago. We were discussing it would make more sense if the modifiers was for relative speed-band difference - not per 10 meters, which as youve indicated, isn't realistic or balanced.
iggy42
Weasel
Posts: 37
Joined: Wed Dec 10, 2008 7:01 pm

Re: Issue with the movement modifier

Postby iggy42 » Wed Dec 23, 2015 5:04 pm

Thanks for the replies.

You can always choose what to include depending on your style of play, mechanistic or more cinematic, but whilst it's there I thought I'd bring it up. It's the sort of thing that bugs me (in a small way).

I agree a speed band approach makes more sense providing a more logarithmic scale for the mods.

You may have guessed I'm new to the beta programme...
Nerhesi
Duck-Billed Mongoose
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Re: Issue with the movement modifier

Postby Nerhesi » Wed Dec 23, 2015 5:25 pm

iggy42 wrote:Thanks for the replies.

You can always choose what to include depending on your style of play, mechanistic or more cinematic, but whilst it's there I thought I'd bring it up. It's the sort of thing that bugs me (in a small way).

I agree a speed band approach makes more sense providing a more logarithmic scale for the mods.

You may have guessed I'm new to the beta programme...
No worries! The more people we have here the better. The more input, the more collaboration, the better the overall quality as very little gets missed.

As long as everyone understands that just because you provide input, doesn't mean you point of view will be adopted or accepted! And that its not personal :)
iggy42
Weasel
Posts: 37
Joined: Wed Dec 10, 2008 7:01 pm

Re: Issue with the movement modifier

Postby iggy42 » Wed Dec 23, 2015 5:40 pm

Yeah no problem. Not saying I won't spit my dummy, but I won't do it publicly on the forum :)

I've checked through the revision notes and they seem fairly steady - has the Goose been good at taking up player suggestions & requests?
Nerhesi
Duck-Billed Mongoose
Posts: 1525
Joined: Thu Jan 24, 2013 3:46 pm

Re: Issue with the movement modifier

Postby Nerhesi » Wed Dec 23, 2015 5:52 pm

iggy42 wrote:Yeah no problem. Not saying I won't spit my dummy, but I won't do it publicly on the forum :)

I've checked through the revision notes and they seem fairly steady - has the Goose been good at taking up player suggestions & requests?
Ridiculously so. I would say the Goose has been exceptional in listening to logical, well thought-feedback , backed by empirical evidence/testing/examples.

The Goose has also made it clear when they want things to be this way or that, for any reason (aka, we're done talking about this, issue closed).

I think this is a great approach. Of course, at some points some people get upset because it is not in-line with their vision for how things should be (me included! :), but hey - this is collaboration and compromise for you. We have a lot of constraints and opportunities and I think most posters here are doing their best to work within that paradigm :)
iggy42
Weasel
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Joined: Wed Dec 10, 2008 7:01 pm

Re: Issue with the movement modifier

Postby iggy42 » Wed Dec 23, 2015 6:19 pm

Great thanks - I noticed the "directives" from Marc in the revision notes :) It is a really good approach overall.
arcador
Banded Mongoose
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Re: Issue with the movement modifier

Postby arcador » Thu Mar 10, 2016 8:42 am

An update on this thread - the personal combat is still using the -1 per 10 meters.

The vehicle combat, however, uses speed bands now.
Merxiless
Shrew
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Re: Issue with the movement modifier

Postby Merxiless » Thu Mar 10, 2016 3:31 pm

I used to use the movement rules from Twilight 2000 2nd edition. written by mostly same guys.

Also, there is the idea of is the target crossing line of fire, or just running toward / away? Not saying to go into those intricacies, but those are real world factors, especially for vehicles. And the closer you are to a fast moving vehicle, the more you have to compensate or swing your weapon to so to speak "track" it.

It comes down to do you want a simulation or a narrative. I almost always go for Narrative.
arcador
Banded Mongoose
Posts: 380
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Re: Issue with the movement modifier

Postby arcador » Thu Mar 10, 2016 4:03 pm

Me too. 10 years earlier I was a "put everything you can do in rules" guy. I guess DnD 4e did that as well. But now I stay away from it.

Anyway, on your point - yes. I calculate this in the highest unfavourable condition. For example: - if it is moving towards, or from, you in direct line - no penalty.

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