Darkwind
Travel speeds

*sam*


Posted Nov 8, 2012, 1:21 pm
Travel speeds have now been added: you get to pick the average speed of your squad from the range 15mph to 45mph.

30mph is still considered the maximum 'safe' speed. Above this, and your vehicles may take armour damage (especially to bottom and front armour) and tyre damage. You are also more likely to get encounters. Below 30mph you reduce slightly the risk of encounters.

All of these are affected in your favour by a new scout specialism "Pathfinder".

The patching is all server-side so no client updates needed.
*jimmylogan*


Posted Nov 8, 2012, 1:31 pm
Any chance of getting the opportunity to respec old scouts? Always just had the one choice for spec.

If not, no biggie - just asking. :)
Togakure


Posted Nov 8, 2012, 1:32 pm
Sounds interesting. Regarding the reduction of speed, other than the actual duration of travel, are there any other penalties? Is fuel efficiency modified by average travel speed?
*sam*


Posted Nov 8, 2012, 1:34 pm
No effect on fuel. Could be added in if important, but might be a bit tricky.
Manfred VonRichthofen


Posted Nov 8, 2012, 1:43 pm
What would be great is the expected travel time shown next to the speed.
With that, you would see for exemple how many time you loose travelling at 20 mph instead of 40.

Behind that : for exemple I will be working for 12 hours, so I want my travel to be completed when I get back home. Why running at 40mph when 20mph would be the same for me. For that I need to know approximatly how long is the travel according the speed
musashi_san


Posted Nov 8, 2012, 1:57 pm
The wiki has town to town distances in miles... Just do the math...

And wow, implemented already. Good idea to finished in game in what, a week? Nice....
Alec Burke


Posted Nov 8, 2012, 2:11 pm
musashi_san said:
And wow, implemented already. Good idea to finished in game in what, a week? Nice....


Actually the idea has been suggested multiple times in the past. In fact, it would appear that much of the implementation may stem from previous discussions.

In any case, seems like a nice addition addition. Looking forward to training some Pathfinders and finding those shortcuts and safer paths!
musashi_san


Posted Nov 8, 2012, 2:23 pm
so what does pathfinder do, exactly?
*sam*


Posted Nov 8, 2012, 2:36 pm
musashi_san said:
so what does pathfinder do, exactly?


It reduces the chance of taking vehicle damage when travelling recklessly (>30mph)
It reduces the increased risk of encounters when travelling recklessly
It amplifies the risk-reduction effect when travelling carefully (<30mph)
Alec Burke


Posted Nov 8, 2012, 2:38 pm
musashi_san said:
so what does pathfinder do, exactly?

According to the pop-up on Travel Speeds, Pathfinder improves all of the effects related to travel in your favor. I take that to mean that it will reduce the amount of damage you take if traveling faster than 30 mphs, as well as reduce the chance of encounters at all speeds. I'm not reading that it further reduces the travel time, but I could be wrong on that.

EDIT: And Sam posted officially what it does while I was typing. :)
*sam*


Posted Nov 8, 2012, 2:53 pm
I should probably point out that the behind-the-scenes numbers controlling all this are of course my best estimation at this time, so they may be subject to tweaking if necessary
Vroomhoff


Posted Nov 8, 2012, 3:35 pm
Thanks, Sam! I was shocked to see it in there this morning when I made my travel!


I like the idea above about a projected time of arrival.

Still would like to see a Scout spec called "fuel mizer" that helped reduce the amount of fuel required for travels. 5% or 10% per level, maybe?
*Bobski*


Posted Nov 8, 2012, 3:49 pm
Just steal fuel from you defeated foes may save a few dollars here or there.

Dam I really must stop treating travels like scouts and learn to run away.....
PA Racers


Posted Nov 8, 2012, 4:01 pm
I assume arrival times will still round up to nearest hour? so my 8 mile trip from ft.raijuuk would still be an hour?
Manfred VonRichthofen


Posted Nov 8, 2012, 4:05 pm
Yes we could do the calculation by ourself with the wiki page, distance, fuel, calculator etc ... or there could be a reminder on the right side of the screen just for a quick look :)
*sam*


Posted Nov 8, 2012, 5:07 pm
Manfred VonRichthofen said:
What would be great is the expected travel time shown next to the speed.
With that, you would see for exemple how many time you loose travelling at 20 mph instead of 40.

Behind that : for exemple I will be working for 12 hours, so I want my travel to be completed when I get back home. Why running at 40mph when 20mph would be the same for me. For that I need to know approximatly how long is the travel according the speed


B)
*sam*


Posted Nov 8, 2012, 5:12 pm
*jimmylogan* said:
Any chance of getting the opportunity to respec old scouts? Always just had the one choice for spec.

If not, no biggie - just asking. :)



I guess so.. anyone that wants one or two characters respecc'd, PM me their names and how much negotiator spec to transfer to pathfinder.
DieselCougar


Posted Nov 8, 2012, 5:18 pm
Sweet, love the new changes, the time is really nice to.
*goat starer*


Posted Nov 8, 2012, 5:26 pm
why is everyone in such a hurry all the time!
Vroomhoff


Posted Nov 8, 2012, 5:35 pm
Nice job, Sam! Thanks for listening to the community!!
*JeeTeeOh*


Posted Nov 8, 2012, 8:31 pm
Vroomhoff said:
Nice job, Sam! Thanks for listening to the community!!


He doesn't listen to us... he just gets tired of hearing us suggest the same thing over and over so he throws us a bone now and then.  :cyclops:

Thanks Sam!

gnaw
gnaw
gnaw
DieselCougar


Posted Nov 8, 2012, 8:37 pm
who wants to bet he was already working on this? :)
Manfred VonRichthofen


Posted Nov 8, 2012, 9:02 pm
Woaw you're faster than light !
Well done hehe

Thanks
Groove Champion


Posted Nov 8, 2012, 11:00 pm
Interesting new options... Will certainly check them out!
*Tinker*


Posted Nov 8, 2012, 11:12 pm
sounds cool, and yeah would be icing on the cake to know how long travels take, maybe have it say "travel times range from X to X"? keep it in hours not time of arrival to save space?

btw what happens if you got a lvl 4 PF and a lvl 8 NEG riding together, and decide to go slower or faster?

gas milleage would be cool to throw in the mix, specially for the scavies ;)
Groove Champion


Posted Nov 8, 2012, 11:53 pm
I particularly like that the total travel time is updated immediately on the squad page when you modify the squad speed. Nice touch.

One MAJOR point I wanted to bring up though... Since travelling at higher speed has a chance of damaging armor as you roll, then it goes without saying that lower travel speeds should build up armor as you go...

Ok, I'm done  B)
Juris


Posted Nov 9, 2012, 12:02 am
Can we pick up hitchhikers below 30?

Good change, I like the travel time listed in advance.

So Pathfinder has no effect at 30 right?

Problem is if Pathfinder doesn't reduce your chance of an encounter at any speed it won't be as good as Negotiator, which doesn't reduce your chance of an encounter BUT it does let you force a truce. What I'm getting at... Pathfinder should be better at avoiding encounters while traveling than Negotiator, otherwise it will be an inferior spec.
Groove Champion


Posted Nov 9, 2012, 12:07 am
Chances of trucing with negociator are fairly poor at low spec levels, and are also subject to faction relation.

High-level pathfinder would be a good choice when travelling at higher speeds (31mph+), and might be better at avoiding combat than Negociator?
*Bastille*


Posted Nov 9, 2012, 1:42 am
:)
*jimmylogan*


Posted Nov 9, 2012, 3:54 am
Juris said:
So Pathfinder has no effect at 30 right? 


Not the way I understood it... Pathfinder works with the "hidden dice roll" - period. You increase your chances of intercept the faster you go - period.

The way I read it they are mutually exclusive, thus they are BOTH in effect all the time.

I also suspect that since you can change speed by increments of 1 mph that it's a sliding scale type of effect...
Lord Foul


Posted Nov 9, 2012, 5:54 am
Groove Champion said:
Chances of trucing with negociator are fairly poor at low spec levels, and are also subject to faction relation.

High-level pathfinder would be a good choice when travelling at higher speeds (31mph+), and might be better at avoiding combat than Negociator?


Agree, and this is a new problem created with the new spec. in my opinion. Considering even Neg 6-8 for me is usually rejected 50% of the time in an encounter, this new pathfinder spec appears to be better than Neg due to the added chance to avoid encounters while being able to go faster with slight risks.

So the question would be, why have a Neg 8 that get's rejected 50% of the time in an encounter even on short trips of 1-2 encounters between towns when a level 8 Pathfinder can avoid these encounters to begin with. Plus you get the added opportunity of being able to go faster with a slight chance of tyre/armor damage and have the new spec counter most of it at level x

Pathfinder appears to offer a lot more than the Neg spec as it only works "if" you have an encounter. Pathfinder being really good is nice, but on paper it appears to kill the use of neg quite a bit.

*sam*


Posted Nov 9, 2012, 8:23 am
*jimmylogan* said:
Juris said:
So Pathfinder has no effect at 30 right? 


Not the way I understood it... Pathfinder works with the "hidden dice roll" - period. You increase your chances of intercept the faster you go - period.

The way I read it they are mutually exclusive, thus they are BOTH in effect all the time.

I also suspect that since you can change speed by increments of 1 mph that it's a sliding scale type of effect...




You're mostly correct Jimmy. All apart from the 30mph bit: pathfinder doesn't actually have an effect at this speed.

It's very much non-linear: 30mph is 'normal' and there's a totally different calculation going on above 30 than goes on below 30. Each 1mph above 30 adds more danger than is saved by going 1 mph less than 30, if you get me. Particularly if you don't have a pathfinder, going slow gives very little benefit.
*sam*


Posted Nov 9, 2012, 8:26 am
Lord Foul said:
Groove Champion said:
Chances of trucing with negociator are fairly poor at low spec levels, and are also subject to faction relation.

High-level pathfinder would be a good choice when travelling at higher speeds (31mph+), and might be better at avoiding combat than Negociator?


Agree, and this is a new problem created with the new spec. in my opinion. Considering even Neg 6-8 for me is usually rejected 50% of the time in an encounter, this new pathfinder spec appears to be better than Neg due to the added chance to avoid encounters while being able to go faster with slight risks.

So the question would be, why have a Neg 8 that get's rejected 50% of the time in an encounter even on short trips of 1-2 encounters between towns when a level 8 Pathfinder can avoid these encounters to begin with. Plus you get the added opportunity of being able to go faster with a slight chance of tyre/armor damage and have the new spec counter most of it at level x

Pathfinder appears to offer a lot more than the Neg spec as it only works "if" you have an encounter. Pathfinder being really good is nice, but on paper it appears to kill the use of neg quite a bit.




Doesn't this all depend on the 'hidden rolls' behind the pathfinder spec LF? Maybe you're right maybe you're wrong, but surely you can't say this without having witnessed the effects of pathfinder. It's all about balance.

You are right that pathfinder and negotiator have a large overlap in terms of function, though. We could consider some changes to negotiator maybe.
Racing Robbie


Posted Nov 9, 2012, 10:08 am
Vroomhoff said:
Still would like to see a Scout spec called "fuel mizer" that helped reduce the amount of fuel required for travels. 5% or 10% per level, maybe?


“Fuel Mizer” nice idea but it may be better as a driver skill than a scouts.

Could add it to a skill with the ability to maintain a high average speed for less chance of damage – say ‘Wilderness Driver’

“Ability to maintain higher speed in the Wilderness whilst reducing fuel use and chances of damage from the landscape”
*Brunwulf*


Posted Nov 9, 2012, 10:32 am
Racing Robbie said:
Vroomhoff said:
Still would like to see a Scout spec called "fuel mizer" that helped reduce the amount of fuel required for travels. 5% or 10% per level, maybe?


“Fuel Mizer” nice idea but it may be better as a driver skill than a scouts.

Could add it to a skill with the ability to maintain a high average speed for less chance of damage – say ‘Wilderness Driver’

“Ability to maintain higher speed in the Wilderness whilst reducing fuel use and chances of damage from the landscape”
*Brunwulf*


Posted Nov 9, 2012, 10:35 am
Sorry- messed up the last post!

What I meant to say was that 'fuel mizer' would be EVEN BETTER as a Trucking spec

That would mean that the trucking skill would be worth training up in if you run lorries, tankers etc, whereas now, i'm sure most players just drive trucks with a scouter don't they?
*jimmylogan*


Posted Nov 9, 2012, 12:34 pm
Brunwulf said:
whereas now, i'm sure most players just drive trucks with a scouter don't they?


No - scouting skill is "enhanced" by the vehicle. I feel confident that a lorry would make a poor scouting vehicle...
*goat starer*


Posted Nov 9, 2012, 12:44 pm
Fuel miser would be great if any of you could spell miser
Racing Robbie


Posted Nov 9, 2012, 12:57 pm
I was thinking more of an universal skill - driver and trucker – being able to drive around lumps and bumps in the wilderness.

So that the Pathfinder finds the best way to go, whilst the Wilderness Driver finds the smoothest bit to drive on.
*sam*


Posted Nov 9, 2012, 12:59 pm
having Trucker-specific spec(s) is a nice idea in general, though
*Brunwulf*


Posted Nov 9, 2012, 2:17 pm
goat starer said:
Fuel miser would be great if any of you could spell miser


LOL- I thought it was an Amercanism, like color, or armor!
DieselCougar


Posted Nov 9, 2012, 2:30 pm
No, we spell miser the same way.
*DoubleTap*


Posted Nov 9, 2012, 2:43 pm
Would Pathfinder effect return encounters (I would LOVE this)?

Would Fuel Miser be more appropriate as a Mech skill (tuning, etc?)

Would some sort of ramming skill make sense as a trucking speciality?
*jimmylogan*


Posted Nov 9, 2012, 2:49 pm
*DoubleTap* said:
Would some sort of ramming skill make sense as a trucking speciality?


One of the options is Offensive Driver.
*DoubleTap*


Posted Nov 9, 2012, 2:51 pm
*jimmylogan* said:
*DoubleTap* said:
Would some sort of ramming skill make sense as a trucking speciality?


One of the options is Offensive Driver.


Ah, good point. What if that were moved to a trucking spec? Would that cause a tear in the space/time continuum around here, you think?
DieselCougar


Posted Nov 9, 2012, 2:52 pm
I think rammers would be upset with you.
*Tinker*


Posted Nov 9, 2012, 4:49 pm
fuel miser is simpler applied to a whole squad, let's keep it simple then on a per car basis, plus the scout skill is the one lacking many specialism.... right

the skill could be some kind of management style "Fuel Conservation Kerosene Rationer" job description
DieselCougar


Posted Nov 9, 2012, 4:53 pm
Am I the only one being thrown off by the fact the time is local time and not server time?
*jimmylogan*


Posted Nov 9, 2012, 5:49 pm
*DoubleTap* said:
*jimmylogan* said:
*DoubleTap* said:
Would some sort of ramming skill make sense as a trucking speciality?


One of the options is Offensive Driver.


Ah, good point. What if that were moved to a trucking spec? Would that cause a tear in the space/time continuum around here, you think?


It's already available as Driver AND Trucker (probably Cyclist too, but I don't have a spec'd cyclist ;)  ).

Alec Burke


Posted Nov 9, 2012, 5:52 pm
*jimmylogan* said:
*DoubleTap* said:
*jimmylogan* said:
*DoubleTap* said:
Would some sort of ramming skill make sense as a trucking speciality?


One of the options is Offensive Driver.


Ah, good point. What if that were moved to a trucking spec? Would that cause a tear in the space/time continuum around here, you think?


It's already available as Driver AND Trucker (probably Cyclist too, but I don't have a spec'd cyclist ;)  ).


According to the wiki, neither Offensive Driver or Mine Layer are available as Cyclist specs. All the other Driver specs are. Trucker has all the Driver specs except Jumpstart and Deathracer. There are no Tucker or Cyclist specs which are not available to Driver.
lordhuey


Posted Nov 9, 2012, 6:05 pm
I am not speaking to anyone specifically in this thread, but have had games ruined by people who obsess about concrete details. My point is that, in these conversations, we can not forget games like DW are played in the abstract and therefore don't need to constantly focus on "realism" in the minutiae.

When thinking concretely, your individual drivers are setting cruise control for 30 mph, working hard to keep that average over several hours. When thinking abstractly, your "30 mph" convoy goes as fast as it can, stops to remove obstacles from the road, waits while your scouts chat up some nomads to find out the conditions of the road ahead, changes to an alternate route to avoid an ambush, charges through stretches of good road, etc. You could come up with a million new skills, rules, and calculations to cover different situations. For example, what about gear? Isn't a well heeled group going to move faster than the Desert Hyenas simply because they own better shovels?

I prefer to think abstractly when playing games. It is more fun that way.
*DoubleTap*


Posted Nov 9, 2012, 6:08 pm
Alec Burke said:
*jimmylogan* said:
*DoubleTap* said:
*jimmylogan* said:
*DoubleTap* said:
Would some sort of ramming skill make sense as a trucking speciality?


One of the options is Offensive Driver.


Ah, good point. What if that were moved to a trucking spec? Would that cause a tear in the space/time continuum around here, you think?


It's already available as Driver AND Trucker (probably Cyclist too, but I don't have a spec'd cyclist ;)  ).


According to the wiki, neither Offensive Driver or Mine Layer are available as Cyclist specs. All the other Driver specs are. Trucker has all the Driver specs except Jumpstart and Deathracer. There are no Tucker or Cyclist specs which are not available to Driver.


Sweet!
*Tinker*


Posted Nov 9, 2012, 9:23 pm
Lord Foul said:
Groove Champion said:
Chances of trucing with negociator are fairly poor at low spec levels, and are also subject to faction relation.

High-level pathfinder would be a good choice when travelling at higher speeds (31mph+), and might be better at avoiding combat than Negociator?


Agree, and this is a new problem created with the new spec. in my opinion. Considering even Neg 6-8 for me is usually rejected 50% of the time in an encounter, this new pathfinder spec appears to be better than Neg due to the added chance to avoid encounters while being able to go faster with slight risks.

So the question would be, why have a Neg 8 that get's rejected 50% of the time in an encounter even on short trips of 1-2 encounters between towns when a level 8 Pathfinder can avoid these encounters to begin with. Plus you get the added opportunity of being able to go faster with a slight chance of tyre/armor damage and have the new spec counter most of it at level x

Pathfinder appears to offer a lot more than the Neg spec as it only works "if" you have an encounter. Pathfinder being really good is nice, but on paper it appears to kill the use of neg quite a bit.



I'm no expert, but isn't the chance to avoid encounters heavily based on the CR of the squad? Going out on a limb here but perhaps the advantage of Neg is for use with bigger squads, where you get caught and have to talk your way out of it?

That said Neg is heavily influenced by your global fame, if you don't play much it get much harder to truce even with a level 8 negotiator.
Serephe


Posted Nov 10, 2012, 12:32 am
Plus, 50% chance to truce is bloody good. You can't expect much better than that, having garaunteed truces would completely ruin game balance.

Oh yeah, slaver players, lololol.
JuaN VaLDeZ


Posted Nov 10, 2012, 8:57 pm
when i change speed, it tells me the estimated travel time. then when i start the travel and refresh the squad pane, it shows time of arrival as if I had only been going 30, travel time has not been shortened.
*JeeTeeOh*


Posted Nov 10, 2012, 10:20 pm
lordhuey said:
I am not speaking to anyone specifically in this thread, but have had games ruined by people who obsess about concrete details.  My point is that, in these conversations, we can not forget games like DW are played in the abstract and therefore don't need to constantly focus on "realism" in the minutiae.

When thinking concretely, your individual drivers are setting cruise control for 30 mph, working hard to keep that average over several hours.  When thinking abstractly, your "30 mph" convoy goes as fast as it can, stops to remove obstacles from the road, waits while your scouts chat up some nomads to find out the conditions of the road ahead, changes to an alternate route to avoid an ambush, charges through stretches of good road, etc.  You could come up with a million new skills, rules, and calculations to cover different situations.  For example, what about gear?  Isn't a well heeled group going to move faster than the Desert Hyenas simply because they own better shovels? 

I prefer to think abstractly when playing games. It is more fun that way.


I'm with ya on all of this stuff... Well said.
DieselCougar


Posted Nov 10, 2012, 10:25 pm
I like tweeking things.
Lord Foul


Posted Nov 11, 2012, 2:50 am
*Tinker* said:
Lord Foul said:
Groove Champion said:
Chances of trucing with negociator are fairly poor at low spec levels, and are also subject to faction relation.

High-level pathfinder would be a good choice when travelling at higher speeds (31mph+), and might be better at avoiding combat than Negociator?


Agree, and this is a new problem created with the new spec. in my opinion. Considering even Neg 6-8 for me is usually rejected 50% of the time in an encounter, this new pathfinder spec appears to be better than Neg due to the added chance to avoid encounters while being able to go faster with slight risks.

So the question would be, why have a Neg 8 that get's rejected 50% of the time in an encounter even on short trips of 1-2 encounters between towns when a level 8 Pathfinder can avoid these encounters to begin with. Plus you get the added opportunity of being able to go faster with a slight chance of tyre/armor damage and have the new spec counter most of it at level x

Pathfinder appears to offer a lot more than the Neg spec as it only works "if" you have an encounter. Pathfinder being really good is nice, but on paper it appears to kill the use of neg quite a bit.



I'm no expert, but isn't the chance to avoid encounters heavily based on the CR of the squad? Going out on a limb here but perhaps the advantage of Neg is for use with bigger squads, where you get caught and have to talk your way out of it?

That said Neg is heavily influenced by your global fame, if you don't play much it get much harder to truce even with a level 8 negotiator.


On the CR I don't believe so, it's based on your global fame comment. Which is a good point that I forgot to mention in my original post.

So in theory, if you are a "casual" player that does not reach higher levels of global fame, taking pathfinder will probably be a better spec to take than Negotiator. Or at least take Pathfinder as your main scout spec and then take a few negotiators specs in case you do have an encounter. Something like 3/1, 4/2, 5/3 or 6/2.
Groove Champion


Posted Nov 11, 2012, 4:24 am
goat starer said:
Fuel miser would be great if any of you could spell miser


silent w - m - an eye? - sir.
Serephe


Posted Nov 11, 2012, 7:20 am
lordhuey said:
I am not speaking to anyone specifically in this thread, but have had games ruined by people who obsess about concrete details.  My point is that, in these conversations, we can not forget games like DW are played in the abstract and therefore don't need to constantly focus on "realism" in the minutiae.

When thinking concretely, your individual drivers are setting cruise control for 30 mph, working hard to keep that average over several hours.  When thinking abstractly, your "30 mph" convoy goes as fast as it can, stops to remove obstacles from the road, waits while your scouts chat up some nomads to find out the conditions of the road ahead, changes to an alternate route to avoid an ambush, charges through stretches of good road, etc.  You could come up with a million new skills, rules, and calculations to cover different situations.  For example, what about gear?  Isn't a well heeled group going to move faster than the Desert Hyenas simply because they own better shovels? 

I prefer to think abstractly when playing games. It is more fun that way.


You could easily say that 15mph is double checking compared to 30mph, and 45mph is screw the obstacles drive through them, using the same logic.

It's easy to justify game changes in world, it's more important to justify them for balance.
lordhuey


Posted Nov 11, 2012, 3:45 pm
Serephe said:


You could easily say that 15mph is double checking compared to 30mph, and 45mph is screw the obstacles drive through them, using the same logic.

It's easy to justify game changes in world, it's more important to justify them for balance.


Absolutely!  I could not agree more.  If you want a new skill b/c it is fun and possibly needed (as in this case where there don't seem to be enough spec's for scouts) then for sure, make a new skill.

The example I can remember of when new rules for "reality" go wrong is 3rd Edition "Dungeons and Dragons."  This pen and paper game is so detailed that you have modifiers for just about everything.  So, when the modifier isn't there, the "reality" players bug out.  It seems the more detail you have, the harder it is for some people to let other things just slip into the abstract.
JuaN VaLDeZ


Posted Nov 11, 2012, 11:22 pm
JuaN VaLDeZ said:
when i change speed, it tells me the estimated travel time. then when i start the travel and refresh the squad pane, it shows time of arrival as if I had only been going 30, travel time has not been shortened.


After I seen some squads with arrival times estimated to arrive before they event have departed i realized the issue is that estimates are shown in local time, not server time. This is a bit confusing
JuaN VaLDeZ


Posted Nov 11, 2012, 11:46 pm
Wouldnt it make sense that our travel speed, is the speed which we start encounters at? If i'm traveling at 20 MPH why do I start off at 30 MPH in the encounters?
*Bastille*


Posted Nov 12, 2012, 12:01 am
Quote:
The example I can remember of when new rules for "reality" go wrong is 3rd Edition "Dungeons and Dragons."  This pen and paper game is so detailed that you have modifiers for just about everything.  So, when the modifier isn't there, the "reality" players bug out.  It seems the more detail you have, the harder it is for some people to let other things just slip into the abstract.


guidelines for mods are great, but really, it should all be GMs stuff.

A reason I like things to be a bit hidden here and not always a fixed figure. When things are considered to be a certain way, you get narky (I rather) and start wondering why things are going wrong, rather than except that the gang just picked up some HD ammo or super gripper tyres or some heavy plate for their cars.
*Bastille*


Posted Nov 12, 2012, 12:04 am
JuaN VaLDeZ said:
Wouldnt it make sense that our travel speed, is the speed which we start encounters at? If i'm traveling at 20 MPH why do I start off at 30 MPH in the encounters?


That makes sense.

I like it when you are not claiming to break stuff jaun. Makes it much easier to follow your good ideas.

*goat starer*


Posted Nov 12, 2012, 12:23 am
JuaN VaLDeZ said:
Wouldnt it make sense that our travel speed, is the speed which we start encounters at? If i'm traveling at 20 MPH why do I start off at 30 MPH in the encounters?


Jesus... A good idea....


But I would add. Higher speed should increase chances of a head on encounter
*Bastille*


Posted Nov 12, 2012, 12:40 am
yes, agreed.

Often when travelling with my 5 ram trucks I would like to charge the pack, but when starting at 30, its very hard to pick up speed and not get snogged before you get there. Even with 3+ HSS in the mix, nitro, rocket boosters and lots of car cannons to break their concentration. Its something I only consider in special circumstance.
lordhuey


Posted Nov 12, 2012, 5:26 am
Right, just like old D&D... starts with a "realistic" mod... turns into a bunch of "wouldn't it make sense if..." bring in the rules lawyers... oh look... exploitation!
*Tinker*


Posted Nov 12, 2012, 10:10 am
goat starer said:
JuaN VaLDeZ said:
Wouldnt it make sense that our travel speed, is the speed which we start encounters at? If i'm traveling at 20 MPH why do I start off at 30 MPH in the encounters?


Jesus... A good idea....


But I would add. Higher speed should increase chances of a head on encounter


both great ideas
Jose Bagg


Posted Nov 12, 2012, 5:23 pm
goat starer said:
JuaN VaLDeZ said:
Wouldnt it make sense that our travel speed, is the speed which we start encounters at? If i'm traveling at 20 MPH why do I start off at 30 MPH in the encounters?


Jesus... A good idea....


But I would add. Higher speed should increase chances of a head on encounter

I don't think its that good of an idea.  We aren't ALWAYS travelling at 30mph.  Its an average speed.  You might get jumped while you are standing still, or while booking at 70mph down a clear stretch of smooth road. 

The starting speed should be randomized, based on your average speed.
Mad Mike


Posted Nov 12, 2012, 7:15 pm
if we travel at 45 miles per hour is there a boost to the amount of skill that you earn in scoutinjg skill?

travel faster get more encounters should be balanced by getting more scouting skill

that was in my oiriginal suggestion for this years ago
lordhuey


Posted Nov 12, 2012, 7:21 pm
What about the argument for simply keeping what works? When was the last time you were on a scout and heard someone complaining about 30 mph? Never, right? So why change?

It is a game mechanic. This is a game, not virtual reality: 1) the game map appears; 2) you place your game pieces on the board; 3) *boom* everyone starts fighting at 30 mph. Seems fun enough to me.
Alec Burke


Posted Nov 12, 2012, 7:41 pm
Mad Mike said:
if we travel at 45 miles per hour is there a boost to the amount of skill that you earn in scoutinjg skill?

travel faster get more encounters should be balanced by getting more scouting skill

that was in my oiriginal suggestion for this years ago


I really don't see this as necessary. Not even certain if I agree with the logic, as I could argue that if you are driving faster, you are doing a poorer job of scouting and should get less skill as a result.

And of course a lot of this depends on how exactly the mechanic for training the scout skill works. If the amount of training one gets on a travel is based primarily on the distance traveled, you already are in essence getting a boost from traveling faster, since it will permit you do more travels than you otherwise could.

If training is based on the time spent scouting, then traveling faster is reducing your scout training on a travel.

(This is just considering the issues of time and distance - I know that there are other factors that matter as well.)

And I really don't want to know how training works to that level of detail.
*Bastille*


Posted Nov 12, 2012, 11:12 pm
lordhuey said:
What about the argument for simply keeping what works?  When was the last time you were on a scout and heard someone complaining about 30 mph?  Never, right? So why change?

It is a game mechanic.  This is a game, not virtual reality: 1) the game map appears; 2) you place your game pieces on the board; 3)  *boom* everyone starts fighting at 30 mph.  Seems fun enough to me.


If you are going to be travelling faster, may as well spawn faster I guess. I guess as is, It could be considered that they have caught you on a slow bit.

Alec Burke said:
And I really don't want to know how training works to that level of detail.


Yay for AB!  :)
*goat starer*


Posted Nov 12, 2012, 11:38 pm
Jose Bagg said:
goat starer said:
JuaN VaLDeZ said:
Wouldnt it make sense that our travel speed, is the speed which we start encounters at? If i'm traveling at 20 MPH why do I start off at 30 MPH in the encounters?


Jesus... A good idea....


But I would add. Higher speed should increase chances of a head on encounter

I don't think its that good of an idea.  We aren't ALWAYS travelling at 30mph.  Its an average speed.  You might get jumped while you are standing still, or while booking at 70mph down a clear stretch of smooth road. 

The starting speed should be randomized, based on your average speed.


yep... actually i agree

but i think if you start fast you should have a higher risk of ambush or head on
*Bastille*


Posted Nov 12, 2012, 11:45 pm
yeah I missed that, good one.
*Tinker*


Posted Nov 12, 2012, 11:57 pm
what about when your ambushed going 10 mph or whatever and they spawn going 45 mph in your spawn circle :cyclops:
*Bastille*


Posted Nov 13, 2012, 12:25 am
that would suck, and cause much complaint. People would curse and threaten to get on their bikes.
Zephyr


Posted Nov 13, 2012, 12:57 am
I think it's a great addition to the game. Can't wait to try it out. Thanks, Sam.
Mad Mike


Posted Nov 13, 2012, 1:38 am
I just thought today that instead of typing in a speed, a drop down menu should be there where you can select:

safe speed
faster speed
reckless speed..

and of course for you spaceball fans

LUDICROUS SPEED lol

or something like that... that way the speed to avcerage isnt related to an actual MPH but the type of speed ... for those that do not know the faster you go the bigger the chance of ambush etc...

cant wait to travel with a mega scout and select the fastest speed!
*goat starer*


Posted Nov 13, 2012, 8:01 pm
you have mised out...

dangerously SLOW sunday driver speed
BrassFactory


Posted Nov 15, 2012, 3:26 pm
Just my two cents:

Higher speed should increase chance of a head on but not of an ambush.
*Tinker*


Posted Nov 15, 2012, 7:34 pm
My take on this is higher speed = more ambushes because of all that dust your making, (what's the word? dust would be exemplified on sandy maps?) that bad guys can spot you with, but perhaps getting encounters with a bit more muscles in them? just a though...


Agreed with more head-ons
*goat starer*


Posted Nov 15, 2012, 8:17 pm
and arriving at high speed you have much less chance to spot an ambush
PvtParty


Posted Nov 15, 2012, 8:35 pm
But they have less time to prepare an ambush...
*Bastille*


Posted Nov 15, 2012, 11:24 pm
Just one car travelling at speed, you can see a dust ploom from Miles away, even in high wind if you are looking. Get out the Backgammon, Play cards, look at noodie mags, you have THAT much time.
*Tinker*


Posted Nov 15, 2012, 11:27 pm
it all depends what terrain, on a desert landscape they could have 30 minutes, in the maze 30 sec :P

but there's also the noise
lordhuey


Posted Nov 26, 2012, 6:07 pm
Here's a question. Does having two scouts, one with Pathfinder and another scout with Negotiator, mean that you have less chance of an encounter and, if an encounter does occur, you have a better chance of negotiating a truce?

I assume this is the way. However, maybe only one scout spec applies per encounter?

Do both scouting specs apply or just one?
*goat starer*


Posted Nov 26, 2012, 7:41 pm
i believe you set the scout for a travel.. and use their skills (and they get the training)
*jimmylogan*


Posted Nov 26, 2012, 7:55 pm
you don't have a choice on who is scout, like you do the mech...
*Longo*


Posted Nov 26, 2012, 8:18 pm
Brings up interesting question. If I have a 300+ scout with Neg 6 and another 250+ scout with Neg 5 and Path 1, do I get the pathfinder bonus? I would think I wouldnt....Ill have to try it when my pathfinder gets to camp.
Juris


Posted Nov 26, 2012, 8:42 pm
Longo said:
Brings up interesting question. If I have a 300+ scout with Neg 6 and another 250+ scout with Neg 5 and Path 1, do I get the pathfinder bonus? I would think I wouldnt....Ill have to try it when my pathfinder gets to camp.


I would hope that you would get the best of both so that people could customize their scouts instead of having every scout be the same.
*goat starer*


Posted Nov 26, 2012, 8:55 pm
i would hope you get to use one scouts skills only

you know... the 'lead' scout who insists on conducting negotiations even though they are #### at it

or the great negotiator who 'negotiates' to do the pathfinding despite having someone much better sitting behind them


thats how the real world works!
JS


Posted Nov 26, 2012, 10:23 pm
*jimmylogan* said:
you don't have a choice on who is scout, like you do the mech...


Additionally, if you have a higher skilled scout in a chassis with a negative modifier, you can sometimes have a lesser skilled scout actually do the work.  Essentially, it is the highest skill after all the modifiers which is your "scout" for that event.

Also, as a side note, it appears you cannot get scout points from travels in solo Lorrys.  not sure if there are other chassis like that.
JuaN VaLDeZ


Posted Nov 26, 2012, 10:41 pm
I ran a pathfinder 1 at 50 skill with another scout in the same car of 168 skill. pathfinder was active as I only got 1 encounter for that stretch compared to 2 or 3 without a pathfinder at 45 MPH. The pathfinder spec seems to be independant of who's actually the main scout of the squad.
Serephe


Posted Nov 26, 2012, 11:08 pm
That's a REALLY small data pool to sound so sure about it.
*Bastille*


Posted Nov 26, 2012, 11:30 pm
yeah definitely, Ive had no encounters with no scout travelling at speed.

Ive only got eh one PF and so far it states on the squad page that:

Note that this squad can travel a little faster than most without additional risk due to the presence of a Pathfinder scout.

I take that pretty much how I see it (But as us Reds well know, people can't read  :p). But have not had a squad with more than one scout and a PF as of yet.
Juris


Posted Nov 26, 2012, 11:42 pm
Actually I don't think putting a scout in a lorry does anything at all. I put a scout in a Tanker in a convoy (Neg5 I believe). I launched the travel and arrived at camp with a gunner in the buzzer going from 9 to 11 scout skill lol
JS


Posted Nov 27, 2012, 12:30 am
Juris said:
Actually I don't think putting a scout in a lorry does anything at all.  I put a scout in a Tanker in a convoy (Neg5 I believe).  I launched the travel and arrived at camp with a gunner in the buzzer going from 9 to 11 scout skill lol


yup.
*Tinker*


Posted Nov 27, 2012, 10:49 am
my sole experience with PF is a 6-7 vehicle squad from BL to GW with a lvl 4 PF, got like 4-5 encounters, he was in a muscle car too.

was7 vehicles Total CR: 1714, made it to SS from GW with only one encounter
*Longo*


Posted Nov 27, 2012, 4:46 pm
I have a 251 scout, with Neg 4 and pathfinder 1. I usually drive 5 mph faster, and I find that doing this is about the same encounters as if I was going the normal speed with no pathfinder.
Juris


Posted Nov 27, 2012, 4:53 pm
Just have one PF - Neg3 PF1

Been zipping around in a muscle at 45 mph. Haven't really noticed much of a difference except shorter travel time :)

Edit: I do not believe I have ever taken armor or tyre damage
Alec Burke


Posted Nov 27, 2012, 5:45 pm
Juris said:

Edit: I do not believe I have ever taken armor or tyre damage


Do you have auto-repair turned on? If so, you aren't likely to notice the armor damage. The only place it would show up is in your bank account. Tyres would be easier to see, as while they might be automatically replaced, you'd have the damaged ones in your lockup.

I know I've taken armor damage traveling at high speeds without a PF as I've started encounters down a point or 3 on occasion. Have not seen any tyre damage in those encounters. Haven't paid close enough attention to the ones where I have a PF to say for certain if he has avoided armor damage completely or not.
Juris


Posted Nov 27, 2012, 5:56 pm
Alec Burke said:


Do you have auto-repair turned on?



Nope

Edit: And yeah I did take damage going 45 without a PF
Manfred VonRichthofen


Posted Nov 28, 2012, 4:39 pm
Just a little comments.
To me, travelling at 45 mph average instead of 30 would increase the fuel consumption a lot.
Thus it would reduce the maximum range you can travel.

Travelling at 20 mph would reduce the fuel consumption and then would allow you to travel more miles. That's just physics

Ok you would need more time but it's safer and cheaper at 20 mph ..
Blackwill


Posted Nov 28, 2012, 5:01 pm
That doesn't take into account momentum. Driving at slower speeds does not reduce fuel consumption, necessarily, as the slower vehicle has to fight against its own weight to maintain speed.
lordhuey


Posted Nov 28, 2012, 5:28 pm
Blackwill is correct.  50 MPH is still the typical range (more or less, depending on the vehicle) for best fuel economy.  Slower speeds are not better, faster speeds result in a bigger drop-off.

http://www.fueleconomy.gov/feg/driveHabits.shtml
*Bastille*


Posted Nov 28, 2012, 11:30 pm
Its a pretty tough call on varying road conditions as to what would be good speeds to travel for best/worst economy.

Sand driving in a 7000lbs apache would be murder on the fuel bill.
*Tinker*


Posted Nov 29, 2012, 12:57 pm
lordhuey said:
Blackwill is correct.  50 MPH is still the typical range (more or less, depending on the vehicle) for best fuel economy.  Slower speeds are not better, faster speeds result in a bigger drop-off.

http://www.fueleconomy.gov/feg/driveHabits.shtml


This is a game so it sounds ok with me to have better fuel eco going slower, after all it's an average speed, i.e. going fast when between valleys and stoping to scope out the lay of the land from crests etc...

But i'd be fine with better fuel economy for going 45/mph, or even 30 mph.

The question should be, is it worth it to save fuel for going slower or taking more risks?
ninjamonkey73


Posted Dec 10, 2012, 8:50 pm
I still think travels take roughly four times as long as they should.

Here's why.

Travel times are calculated in game miles per real hour, BUT in one WEEK of real time, one MONTH passes in game time (check your calendars)

One month is roughly four weeks. That means that game time passes roughly four times as fast as real time. So, shouldn't we be traveling roughly four times as fast?
ninjamonkey73


Posted Dec 10, 2012, 8:53 pm
Example:

It's about 300 miles from Somerset to Elmsfield. At an average speed of 30 mph, it takes about ten REAL TIME hours to make the trip. However, if game time passes roughly four times as fast as real time, shouldn't this trip take 2 and a half real time hours?
Alec Burke


Posted Dec 10, 2012, 9:22 pm
Personally, my fix for this is to believe that the distances between towns are all roughly four times what is listed.
musashi_san


Posted Dec 10, 2012, 9:55 pm
or you can imagine stopping for rest breaks on the road, and sleeping, eating, drinking and doing other stuff in town... otherwise you'd be driving 24/7/365 and that's not realistic either, so i consider this just downtime, i.e. that any one person even pushing to the max can only be driving about 1/4 of his total time, or about 8 hrs a day...
musashi_san


Posted Dec 10, 2012, 9:56 pm
make that 6 hrs a day, duh ( :rolleyes: )
or 6*7=42 hours a week. yeah that does seem a bit low...

*Bastille*


Posted Dec 10, 2012, 10:40 pm
Balancing out who can get what where when and in what time is probably a big factor. If travel times were faster, one could attack a camp in Somerset and disappear back to firelight before tea time. It forces some planning and choice.

I can avoid almost any damage travelling at 45 mph... 45 mph will have a lorry avoid most tyre damage in most regions even at 20,000lbs. A Buzzer can travel at 100mph over some pretty rough terrain and not take damage. A Fire Engine can travel along any main road at 100mph and not take any damage; yet when I have an encounter I am missing front and side and bottom armour off these vehicle. One could assume that I have needed to take some pretty rough terrain at some crazy speeds to avoid other encounters that have not played out, adding distance (maybe another 150% of the distance) to my journey. As Tinker points out, maybe you had to stop and scout the road, maybe you needed to wait for a few hours for roaming Slavers to pass. Maybe your driver needed to take a big leak. Maybe your lunch was eaten by rad roaches and now you have to stew the rad roaches instead.

These roads are not interstates and any Real world comparisons should be buried in sand or blow away by the wind. ;)
Blackwill


Posted Dec 10, 2012, 10:48 pm
Also consider that the Sun is our enemy in this world, and you probably wouldn't want to drive non-stop through radiation soaked landscapes during the day......night driving/scouting would, naturally, take longer.
PvtParty


Posted Dec 11, 2012, 9:38 am
Blackwill said:
Also consider that the Sun is our enemy in this world, and you probably wouldn't want to drive non-stop through radiation soaked landscapes during the day......night driving/scouting would, naturally, take longer.


So why don't we get night-time encounters then?
Serephe


Posted Dec 11, 2012, 10:26 am
Because the maps are designed that way.

We're playing a game, not a simulator.
lordhuey


Posted Dec 11, 2012, 4:33 pm
Serephe said:
Because the maps are designed that way.

We're playing a game, not a simulator.


Absolutely!  Maybe it takes x hours because that is what is fun... fun... FUN!

More importantly, game balance makes fun for everybody.  Proofing reality is only fun for a small percentage of "reality" gamers.
Blackwill


Posted Dec 11, 2012, 6:56 pm
PvtParty said:


So why don't we get night-time encounters then?



Hmmmnnn....you got me.  Might be kind of cool if we did, though.
*Bastille*


Posted Dec 12, 2012, 7:39 am
Some night maps if your looking...

Junkyard tracks 2 and 3

Junkyard arena has rain

desert race circuit

Pathway to Darkness (evening with sandstorm)

Farmlands (Evening/night - look up)

swamps of dagon (evening/gloomy)

Pirate canyon (Full night with wicked lightning)

Ice water (Full night)

Forever Yellow skies (dusk)

Acid Lands (dusk)

Barron Lands (dusk)

Broken Hill (Evening/night)

2 of the FL maps which names elude me right now

Togakure


Posted Dec 12, 2012, 9:31 am
The way I look at it, when setting your squad "travel speed", you're setting their average overall speed. Not necessarily the speed at which they are actually driving, but the average of the distance vs time.

The slower speed setting would have your guys stopping more frequently to jump out of their cars, climb a ridge or sand dune, and scan the terrain for the best route and look for any possible threats. They choose routes that will offer smoother terrain, or offer more concealment, which is often not the fastest (more direct) path.

The faster speed setting is more or less the opposite. The squad is concerned with getting a package to the destination as quickly as possible, so they stop less frequently and choose terrain that will offer the most direct (faster) path, even if the terrain is a bit risky (hence the armor damage).

So in theory, all settings could have the vehicles themselves cruising at the same speeds, it's just a difference of how cautious they are in selecting terrain and how good their situational awareness is. And this also makes more sense why the spec is called "Pathfinder" instead of "Observer" or "Rock Climber". They are skilled at selecting a route that suits their specific needs, not so much in physically negotiating the terrain (that's the driver's job) or detecting the enemy at range (should be another spec).


Think of this spec as having skill in Land Navigation. Someone who can look at a topo map or just browse the terrain itself and understand how the various geography is going to effect their travel. How well is it going to conceal/mask their visual/audio signature? How well can their vehicles traverse that terrain in their current configurations? Where are likely choke points (aka ambush spots), or good escape routes? Things like that.
*StCrispin*
ce.services.mh@gmail.com

Posted Jan 8, 2013, 8:24 pm
Seems to be Glitchy in the "estimated time" listing now. I just drove 47 miles from a camp to town, and when I looked at the estimated time for the Default speed of 30 Mph...

It said 2013-01-08 at 15:55

However it was 2013-01-08 at 20:21 at that time!

My truck can time travel and go 5 hours into the past when it reaches 30 Mph! Lets go Marty!
*jimmylogan*


Posted Jan 8, 2013, 10:48 pm
Were you looking at "local time" ? :)
*StCrispin*
ce.services.mh@gmail.com

Posted Jan 11, 2013, 3:19 am
Yeah... Lol. My bad.

Thought I had a delorian for a while there

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