07-09-2012, 05:39 PM | #11 | |
Join Date: Jun 2008
Location: Provo, UT
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Re: Infinite Worlds Coordinates
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Not sure why I thought this was a requirement but I've always used it in the games I've ran to good effect. (Ie. You have to hold back the waves of zombies until the time you can jump, etc.) |
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07-09-2012, 06:18 PM | #12 |
Join Date: Aug 2007
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Re: Infinite Worlds Coordinates
This is the case for jumps beyond Q5/ You have to wait for your assigned projector to be turned on back on Homeline.
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Fred Brackin |
07-12-2012, 09:00 AM | #13 | |
Join Date: Apr 2011
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Re: Infinite Worlds Coordinates
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Samd6's house rule is just that, a house rule. As written, the rule is that you have a precalculated course for a location and two worlds. So I can shift from New York City (Times Square) in Merlin to Homeline. I can't use that course to go between those two worlds in Grand Central Station. There's no such thing as a "Right Here" course setting that works in multiple locations. The notion of "cross-dimensional navigational hazards" is compatible with the setting, but not explicitly mentioned. Centrum can cheat this locations rule a little, but not by more than a mile, and only on projector-assisted trips. Calculating a new course requires a supercomputer... but now we have a problem. Not just that "supercomputer" isn't a term we can directly translate to a computer size or complexity. Homeline is TL8, with a little TL9. So how are Infinity Agents being routinely issued 3lb palmtops with Complexity 7 processors? This implies TL10 computer tech. Which means complexity 8-9 supercomputers. Sure the tech could be pirated or limited issue, but even that has major implications for IW. I suggest that GMs create a house rule here, but as written, your complexity 4 desktop won't be calculating that course at all. |
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Tags |
infinite worlds, infinte worlds, traveling coordinates |
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