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Old 11-23-2021, 10:14 PM   #31
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Does teleport maintain intertia?

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Originally Posted by malloyd View Post
Sort of. Locally. Two objects completely at rest with respect to the cosmic microwave background will be moving relative to each other unless they occupy the same point. Admittedly not by enough to matter much unless they are separated by interstellar or even intergalactic distances, but the principle matters.
Sure, but that's expansion of space-time itself, which is a bit different. Going with the classic 'surface of an expanding balloon' analogy, something can be stationary relative to the surface without being at zero relative velocity compared to other objects that are also stationary relative to the surface (this is not to say that defining zero velocity based on the CMB serves any particularly useful purpose).
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Old 11-24-2021, 04:49 AM   #32
Aldric
 
Join Date: Nov 2015
Default Re: Does teleport maintain intertia?

That's definitely "too much physics" for a game.

I think generally the answer is no, the teleporter arrives at the target location and simply joins the scene, no smashing into walls.
Usually a teleporter has no issues going to or from a moving vehicle, and there are several examples of teleports breaking a fall.

Of course, once you let them alter their inertia like that, there is the question of "what if they don't want to?"

The easy answer is probably "link a crushing attack to your teleport" a more complex one would be to link a crushing attack that only deals knockback and see what happens with it.
Not sure it's worth the trouble, and it makes the warp advantage even more expensive, can't think of hownitnwould work with Magic or other teleports not based on the Warp advantage.
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Old 11-24-2021, 10:04 AM   #33
malloyd
 
Join Date: Jun 2006
Default Re: Does teleport maintain intertia?

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Originally Posted by Aldric View Post
Of course, once you let them alter their inertia like that, there is the question of "what if they don't want to?"

The easy answer is probably "link a crushing attack to your teleport" a more complex one would be to link a crushing attack that only deals knockback and see what happens with it.
That's probably the best solution. The main thing players will want to do with momentum tricks is turn it into a weapon, so charge them for an Innate Attack as an Alternate Ability. Warp is expensive enough you can get a *very damaging* Alternate Attack into the same number of points, which gives you most of the feel, but without the issue of trying to abuse the build to crack the planet. If they're mostly concerned about momentum changes should hurt, give them a price break for Costs HP and just apply the damage chosen, and don't worry too much about computing the "actual" HP cost of any particular momentum change.
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Old 11-24-2021, 04:27 PM   #34
Anaraxes
 
Join Date: Sep 2007
Default Re: Does teleport maintain intertia?

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Originally Posted by Aldric View Post
Of course, once you let them alter their inertia like that, there is the question of "what if they don't want to?"
Do they even have a choice? Why? Perhaps teleports just work the way they work.

If you're not smart and empowered enough enough to do all the physics in your head to correctly cancel out your inertia relative to your destination, you're not smart and empowered enough to do all the physics to leave just the inertia you want to keep, either. However teleports work, it's not often a matter of conscious, detailed low-level control.
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Old 11-26-2021, 10:35 AM   #35
Plane
 
Join Date: Aug 2018
Default Re: Does teleport maintain intertia?

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Originally Posted by Aldric View Post
That's definitely "too much physics" for a game.

I think generally the answer is no, the teleporter arrives at the target location and simply joins the scene, no smashing into walls.
Usually a teleporter has no issues going to or from a moving vehicle, and there are several examples of teleports breaking a fall.

Of course, once you let them alter their inertia like that, there is the question of "what if they don't want to?"
Or alternately, what if they only want to reduce it partway.

I'm thinking you could use speed/range table based on how many yards/second you want to change your arrival velocity.

Quote:
Originally Posted by Aldric View Post
The easy answer is probably "link a crushing attack to your teleport" a more complex one would be to link a crushing attack that only deals knockback and see what happens with it.
Not sure it's worth the trouble, and it makes the warp advantage even more expensive, can't think of hownitnwould work with Magic or other teleports not based on the Warp advantage.
rather than pay more character points could always allow this via 'using abilities at default'

a "target self only" crushing attack would be pretty cheap, the biggest downside is the minimum 3 FP cost of UAAD
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