08-18-2018, 11:06 AM | #1 |
Join Date: Aug 2018
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Air turning radius
I'm creating a campaign with some air combat between gryphon riders and dragon riders, and it seems to me the turning radius rules (B394-395) are a bit off, at least in the air. I wanna have smaller, more agile gryphons in packs facing of against one or two dragons for dramatic effect, but as far as I understand, they both end up with turning radius 1 for most velocities.
A stock gryphon (B460-461) has SM+1 (2 hexes), Speed 6, Move 6 (Ground), Move 12 (Air), Enhanced Move 1 (Air Speed 24), has BL 58 (if my calculations from ST 17 are correct), and weighs 600 lbs. The dragon I have is an adaptation of the dragon template from the Basic Set (and not finished), currently with SM+2 (5-7 hexes in a line for slender body, probably), Speed 7.25, Move 6 (Ground), Move 12 (Air), Enhanced Move 1/2 (Air Speed 18), has BL 135 (ST 26), and weighs maybe 2 times the gryphon. So, normally, their speed is 12, and can go up to 18/24, respectively, in a straight line (as per Enhanced Move). There's two ways to calculate turning radius: cinematic and realistic. Cinematic gives current velocity (CV) / BM, rounded down (example given as 13/5 = 2.6 ≈ 2). Now, both my flyers have air BM 12. But that means that only when the gryphon is at it's very peak speed (24/12 = 2) will any of them have more than 1 in turning radius! Realistic gives CV^2 / 10, which with the example of 13 gives 13^2 / 10 = 16.9 ≈ 16. Unless speed and turning radius requirements carry over across 1-second turns, that's rather useless. Also, it doesn't take the flyer into consideration. The flyer could be taken into consideration through SM, BM, Flight skill, or a combination. Moreover, if I'm not mistaken, all these rules seem to be valid only when moving at speeds above BM (12+, here) and refer to 60˚ turns (if I interpret it correctly, turning 120˚ "only" takes a roll, with a penalty, even for a large dragon!). Have I misunderstood something here? I sure hope I have! Otherwise I'm looking for house rules that gives the gryphon a turning radius of 2-6, the dragon a turning radius of 4-8, and the ability to try daring Riding rolls or equivalent to shorten it, for intense high-paced aerial combat between both mounts and riders, and a volatile risk-reward ratio (i.e. succeed with your riding roll to turn and blast the enemy with your fire or fail (critically) and fall to the ground). If possible, it would be convenient awesome(!) to have a map that's not more than 100 hexes across that could still accommodate most situations of combat between gryphons and dragons. Are there any good material (official publications as fan-made) out there for my purpose? |
08-19-2018, 07:47 AM | #2 |
Join Date: Aug 2018
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Re: Air turning radius
At least that seems a bit unbalanced/weird/off (although, I have no idea what would be considered reasonable or normal as turning radius).
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08-19-2018, 12:47 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Air turning radius
Cinematic (B394) at CV/BM is pretty easy to use, Realistic at (CV*CV)/10 (B395) is as it says more math heavy.
So BM 12 would be 1 or 16 which means cinematic could turn 1 hex facing for each yard moved with cinematic rules or 1 hex facing for each 16 yards moved with the more realistic rules. The maneuverability advantage goes to the slower flyer. Making tighter turns the advantage goes towards the more dexterous flyer as it will have a better Control (Aerobatics) roll. You could try adding Reliable to Flight to simulate a more maneuverable flyer. You might want to take a look a Pyramid 3/14 and 3/111 for some relevant martial styles.
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08-20-2018, 03:17 PM | #4 |
Join Date: Aug 2018
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Re: Air turning radius
After contemplating a bit, I've come up with the following clarifications/modifications:
Sure, but all it takes is a table, and that's that. Problem I see is how to carry over movement needed to turn (at BM 11+ turning radius is 12++). Just keeping an extra D20 per flyer for that? I guess another one might be needed to keep track of relative altitude, too... Do you mean from Teleportation? Enhanced Move has Handling Bonus/Penalty for DX or operating, so I guess extending that to Flight and adding Riding would make sense. |
Tags |
aerial combat, turning radius |
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