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07-09-2012, 10:34 AM | #1 |
Join Date: Nov 2011
Location: WI, USA
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Infinite Worlds Coordinates
So you have coordinates from Homeworld to Johnson's Rome (I'm assuming everything is in the same quantum here. No projectors required.) You also have coordinates from Homeworld to say Caravan 2. If you jump to Johnson's Rome can you use your original Coordinates to jump to Caravan 2 or do they need to be re-computed based on your current location?
Second question: Since these are all parallel worlds, do you use 'our' world coordinates for location and just add a parallel coordinate to Lat & Long.? Does this question get much use in most Infinite Worlds games? Thanks for any thoughts and methods you use. David. |
07-09-2012, 11:07 AM | #2 |
Join Date: Apr 2011
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Re: Infinite Worlds Coordinates
Check out page B530.
Short answer: you need a different jump program for each. Every jump requires the coordinates of both the origin and the destination universes, plus that of the geographic location you'll be jumping from. Armed with those three pieces of information, you can calculate a parachronic course (this requires about a week of supercomputer time). So the coordinates for a universe are not the same as the course you plot to that universe (they're necessary but not sufficient). Without the coordinates, you can't calculate a course at all. Going from White Star's port in Mykonos on Johnson's Rome to the equivalent location in Homeline requires a jump course. Change any of these three variables (origin universe, destination universe, physical location), and you need a new jump program (courses and jump programs are, as far as I can tell, the same). Even with a jump program, you need several minutes to fine-tune the course before jumping. The book is vague on whether you use the same program to jump in both directions (or whether jump programs are sold in pairs). My ruling is that if you want to go from Homeline to Johnson's Rome, that's one program, and the return voyage is another, for a total of $1000 if it's a standard location. Incidentally, this is important if you're in a mobile conveyor. Your 1967 Corvette might have a conveyor built in, but if its jump courses run out of a back yard in Tampa, then you can't make jumps down at the gas station or in the parking lot at Disney. So you can have chase scenes with conveyors-- the players might be racing to their jump points. On your second question, no, the question of the formatting or numeric values of the coordinates has never come up. I suppose that with the geographic portion, at least, a computer can translate to our own system of longitude and latitude. In practice, unless you're hauling a supercomputer around, calculating jump courses won't usually happen in-game. |
07-09-2012, 12:47 PM | #3 | |
Join Date: Dec 2007
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Re: Infinite Worlds Coordinates
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07-09-2012, 01:48 PM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Infinite Worlds Coordinates
while we're at it, a couple more questions:
1) how close does a mobile conveyor need to be to the original point, and does motion need to be taken into account? 2) is there equipment to sense a course a conveyor took, and does it work on jumpers? If so, you can do things like send a jumper to your destination, and then follow. As for the Mathmatics roll, If you want to have someone who is truly talented, make them a jumper who can only jump in the conveyors, but has an innate feel for the quanta and can do the calculations very quickly. Also, how good of a computer can you get from caliph? |
07-09-2012, 04:07 PM | #5 |
Join Date: Jun 2008
Location: Provo, UT
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Re: Infinite Worlds Coordinates
In past games Ive had a player who wanted to beableto do jump coordinates in his head. (He was playing a Data likeAndroid).
what kinds of advantages would this require? |
07-09-2012, 04:12 PM | #6 |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Infinite Worlds Coordinates
If we're only taking advantages and not skills, I'd say Lightning Calculator and Mathematical Ability. However, you'd also likely need a pretty high level of whatever skill the GM deemed appropriate,whether it be Parachronic Physics or the non-canonical Navigation (Cross-Dimensional).
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
07-09-2012, 04:52 PM | #7 | |
Join Date: Apr 2011
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Re: Infinite Worlds Coordinates
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If you want intuitive mathematician with the limitation that it only works for parachronics, or if there will be a lot of jumping around in your game, then I'd STRONGLY suggest requiring an Unusual Background. Calculate the cost that taking Jumper with a Gadget limitation to get a ballpark on how much this should cost. One iron-clad rule I'd never leave out is that if they don't know the coordinates of the worlds involved, they can't try to divine them out of thin air. |
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07-09-2012, 04:18 PM | #8 | |
Join Date: Nov 2009
Location: Oregon
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Re: Infinite Worlds Coordinates
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The alternative, of course, is Accessory: Small Computer [1], which is definitely appropriate in UT games where most characters would have easy access to processing power. Of course, this is a far less powerful machine than normally required for parachronic calculations, so would take much longer if working from scratch. It might at best be able to make those last-minute corrections in hours instead of minutes. |
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Tags |
infinite worlds, infinte worlds, traveling coordinates |
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