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Old 01-26-2011, 08:49 AM   #1
jasonleeholm
 
Join Date: Nov 2010
Default 360 View - Up and Down?

The wonderful search tools have deemed "360" and "above" to be too short or too common to search for, so apologies if this has already been covered:

Does anyone have a thought whether 360 vision (or it's Supers variants) includes hexes ABOVE or BELOW a character? Is it a 360 field of view along ONE axis (sides and behind) or from ANY direction? And if it's only along one axis... are there any variations to MAKE it all angles? Should there be a price difference for "seeing behind me" versus "seeing behind me AND above me"?
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Old 01-26-2011, 10:00 AM   #2
Desthro
 
Join Date: Nov 2009
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Default Re: 360 View - Up and Down?

The examples in the book are from an overhead view to make it easier to understand what standard, peripheral and (i forget the disadvantage name exactly), tunneled vision look like. Even though you see in volume and not in area.

Now, for a real world example, you can see in hexes above you just by looking forward, it's not an advantage to be able to see a few miles high into the sky a few miles out just while looking straight ahead.

360 deg vision covers all directions, it is omni-directional vision.
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Old 01-26-2011, 10:37 AM   #3
jasonleeholm
 
Join Date: Nov 2010
Default Re: 360 View - Up and Down?

So what would be a good modifier to say "you can see in 360 degrees AROUND you, but you have a blind spot if someone is up above you"? Something like a ring of extra eyes or a spinning sensor that can produce something like those awesome panoramic photos... but has to manually tilt up or down to see an area directly above or below. Provides opponents up in trees or on tall buildings a chance to get the "drop" on them. Someone could run around a corner, scale a wall, and as the "limited" 360 character follows them, they lose sight of them, unless they tilt to look up. It seems like it would be pretty common -- even with a 360 field of vision, we still navigate pretty much in 2D - maps, GPS, etc. Having to take that third dimension of altitude into account might be a nice way to give yourself a slight handicap as opposed to omni-vision and give your enemies that extra chance to catch you unaware.
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Old 01-26-2011, 11:41 AM   #4
Not another shrubbery
 
Join Date: Aug 2004
Default Re: 360 View - Up and Down?

Quote:
Originally Posted by jasonleeholm
So what would be a good modifier to say "you can see in 360 degrees AROUND you, but you have a blind spot if someone is up above you"? Something like a ring of extra eyes or a spinning sensor that can produce something like those awesome panoramic photos... but has to manually tilt up or down to see an area directly above or below.
Fairly minor as a limitation, I think... possibly a Nuisance Effect, or maybe just a Quirk. It would be more of a drawback if you could not see directly above or below at all.
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Old 01-26-2011, 12:03 PM   #5
Figleaf23
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Default Re: 360 View - Up and Down?

Quote:
Originally Posted by jasonleeholm View Post
So what would be a good modifier to say "you can see in 360 degrees AROUND you, but you have a blind spot if someone is up above you"? Something like a ring of extra eyes or a spinning sensor that can produce something like those awesome panoramic photos... but has to manually tilt up or down to see an area directly above or below. Provides opponents up in trees or on tall buildings a chance to get the "drop" on them. Someone could run around a corner, scale a wall, and as the "limited" 360 character follows them, they lose sight of them, unless they tilt to look up. It seems like it would be pretty common -- even with a 360 field of vision, we still navigate pretty much in 2D - maps, GPS, etc. Having to take that third dimension of altitude into account might be a nice way to give yourself a slight handicap as opposed to omni-vision and give your enemies that extra chance to catch you unaware.
I'd handwave it as -20%.

Actually, not quite handwaving it -20% is a fairly standard thing for a limitation you can work around.
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