Post by Batman on Dec 17, 2016 23:00:46 GMT
Movement Guidelines
In combat, there are two factors of speed you should be made aware of. Tile Speed, and overall Movement Speed.
Tile Speed is based on how much velocity your character can obtain, and it governs just how many overall blocks you can move per turn. It's regulated this way in order to keep people from being able to essentially cross entire maps in single emotes. That's not very productive to roleplay. No number crunching will be required, as the in-game verbs will automatically compile the factors and grants you the amount of tiles you can inevitably move.
Movement Speed is your character's true rate of velocity, is what your tile movement is derived from. In any case, the main difference is that your character's movement speed dictates how fast your character appears to others in the area, as well as yourself. With enough speed, you can become a blur. And if you actually can move fast enough, some people may just register your motion as legitimate teleportation. This gives obvious advantages in battle.
Motion && Perception
A a person's perception, by default is roughly half of their Reflex stat. Their motion perception can be modified, however, with the usage of sight perks and abilities. As per usual, the guidelines below are just to give a general idea of how an RP should be played out. It's up to the two writers behind the characters to think of logical, satisfactory outcomes and reactions. The diagram below will be comparing speed to motion perception. So, for example. 50% would mean that your speed is half of an opponent's ability to perceive motion.
Motion Perception vs Speed
This is a double-edged sword, of course. If the runner doesn't have the perception to back up their fast speed, they'll suffer tunnel vision. Tunnel vision means they can only see in a single, straight-line during their rapid movement. Being able to move fast enough where your opponent can't perceive you has obvious advantages. Pretty much, you can put them in harder conditions to properly react, and can attack from their flank more easily. I won't add hard-guidelines on that since that'd be getting to technical.
Travel Guidelines/Entering Rules
In combat, there are two factors of speed you should be made aware of. Tile Speed, and overall Movement Speed.
Tile Speed is based on how much velocity your character can obtain, and it governs just how many overall blocks you can move per turn. It's regulated this way in order to keep people from being able to essentially cross entire maps in single emotes. That's not very productive to roleplay. No number crunching will be required, as the in-game verbs will automatically compile the factors and grants you the amount of tiles you can inevitably move.
Movement Speed is your character's true rate of velocity, is what your tile movement is derived from. In any case, the main difference is that your character's movement speed dictates how fast your character appears to others in the area, as well as yourself. With enough speed, you can become a blur. And if you actually can move fast enough, some people may just register your motion as legitimate teleportation. This gives obvious advantages in battle.
Motion && Perception
A a person's perception, by default is roughly half of their Reflex stat. Their motion perception can be modified, however, with the usage of sight perks and abilities. As per usual, the guidelines below are just to give a general idea of how an RP should be played out. It's up to the two writers behind the characters to think of logical, satisfactory outcomes and reactions. The diagram below will be comparing speed to motion perception. So, for example. 50% would mean that your speed is half of an opponent's ability to perceive motion.
Motion Perception vs Speed
- If Movement Speed is 110% - 120% of Motion Perception: Target has a slight issue in tracking movement. It's nothing to write home about, but the opponent is visibly quick, nimble and takes some concentration to keep up with.
- If Movement Speed is 120% - 140% of Motion Perception: The target's body begins to appear a bit whisky, becoming blurred and nearly imperceptible by the viewer.
- If Movement Speed is 140% - 160% of Motion Perception: Your opponent appears to be more or less a streak. You can't properly visualize their body, as they move a bit faster than you can keep up with. While all hope isn't lost, you're more often than not going to be predicting their stops based on the direction of the wind, and the bits of color they leave behind in their motion.
- If Movement Speed is 160% - 200% of Motion Perception: The user's is completely a streak. They can move around you at blurring rates, often times moving before you can even focus in on the area that they're current located!
- If Movement Speed is 200% - 250% of Motion Perception: The character's ability in moving is immense. They can reach so frightening speeds that they can completely evade a person's lane of sight. The only clue of their arrival would be the whisking wind that howls with each step.
- If Movement Speed is 250% - 300% of Motion Perception: The user is blindingly fast. They move so swift that they practically appear and re-appear as if teleporting.
- If Movement Speed is 300% of Motion Perception: By this stage, the running is so swift that the user appears to be in multiple places at once. An opponent has almost no chance of being able to perceive
This is a double-edged sword, of course. If the runner doesn't have the perception to back up their fast speed, they'll suffer tunnel vision. Tunnel vision means they can only see in a single, straight-line during their rapid movement. Being able to move fast enough where your opponent can't perceive you has obvious advantages. Pretty much, you can put them in harder conditions to properly react, and can attack from their flank more easily. I won't add hard-guidelines on that since that'd be getting to technical.
Travel Guidelines/Entering Rules
- When traveling, you must wait ten minutes per map. A single paragraph of traveling is required to advanced to different maps. This does not include going into caves, and so forth.
- If you aren't on a particular map when a major event, attac, or hostile RP is going on. You may not enter normally. If you are one map down, fifteen rounds must have gone by before you can begin to make an arrival RP.
- If not in a logically populated area (such as the public square), but if in a populated village, entering a hostile situation that you've stumbled upon has a five turn waiting time. Of course, if the character was just barely out of distance you may enter regardless.
- If outside a protected village. If you're put into a hostile situation, the person may call for an RP Lock that lasts up to 8 rounds. This is to combat meta.