[pnpgm] Game Update #12 - File #140 - Ship Boredom ends - OOCUnit conversion

John Stowman johnstowman at gmail.com
Mon Jun 1 20:58:49 CEST 2009


OOC:

Strange I don't feel much encouraged by that.

On Mon, Jun 1, 2009 at 10:40 AM, J Hooten <jhooten at binary.net> wrote:

> OOC: of course
>
> PnP Combat movement:
> Speed in mile per hour = (movement rate * 10 feet / 12 sec turn)*3600
> sec/hour*1mile/5280 feet = 0.568 * movement rate
> In Nautical Miles thats 0.494 * movement rate
>
> Or inversely 24 knots is 48.5'/turn
>
> Movement types based on data from Olympics and other events and history:
> long walk=1/3 move, walk=1/2 move, jog=move, long run= 2x move, short
> run=3x move, sprint=4x move
>
> long walks can be done for days
> walks of 8 hours dangerous
> jogs of 4 hours are dangerous=double time marches?
> with long runs of 2 hours being dangerous as marathon runners are in bad
> shape at finish
> short runs are 4 minute area with minimal chance of damage
> sprints are 1 minute area
>
> If that data is used then a fast water creature could sprint fast enough to
> ketch us, but cannot keep up that pace for long before getting tired.
>
> So I too would expect some Magic to be involved as 1 ahead of us would have
> a fair chance to accidentally encounter us with a chance to reach us.
> The one behind would have needed to chase and thus be faster and to
> coordinate with another required high speed and planning
> But random encounters rarely worry about the details ;)
> Do not forget it would have needed to spot the fast ship at great range to
> have time to intercept the course.
> What makes more sense is we were spotted from below by very fast swimmers
> hunting as a pair.
> But then they should be closer, which is what I think the story will change
> too.
> Reduce 2 miles to much lower range to get the 15 second time estimate back?
> In that case, they would attack from 2 directions as they better control
> where the prey can escape too.
> Worse such tactics are more often used by a pack and these are the scouts
> to scare the prey toward the larger group in ambush!
>
> Luckily I do not think sea dragons hunt in packs
>
>
>
> John Stowman wrote:
>
>> OOC:
>>  Not that I want to be discouraging but I just had a discouraging thought
>> and wanted to share it with the rest of you.  The only thing I see in the
>> creature list that swims and fits this general description is a Wyrm.  By my
>> calculations 24 knots is about 48' in game terms.  Wyrm's swim at 16' but
>> they are chaos oriented and if they were aided by some malicious chaos force
>> and sent here to attack us with the addition of a friendly current spell
>> could be traveling at 56' or more.
>>
>> On Mon, Jun 1, 2009 at 9:08 AM, Robert Maxwell <bioram at langate.gsu.edu<mailto:
>> bioram at langate.gsu.edu>> wrote:
>>
>>    Thanks for the information.
>>
>>    Scott, could you give us an idea on how many rounds of prep time
>>    we will have before the Dragons are within bow range?
>>
>>    >>> "Murtha, Mark D (N-Resources)" <mark.d.murtha at ulalaunch.com
>>    <mailto:mark.d.murtha at ulalaunch.com>> 6/1/2009 12:23 PM >>>
>>    [OOC - Followup from John H post on speeds, etc.
>>
>>    Dragon A 2 miles forward, sailing toward it.
>>    Dragon B 2 miles aft, sailing away.
>>
>>    24 knots = 24 * 1.15 = 27.6 MPH
>>    2 miles / 27.6 MPH = 0.07 Hours = 4.35 minutes = 4 minutes, 21 seconds
>>    This excludes the dragon's movement, so that will reduce contact
>>    time depending on the dragon's speed and ship maneuvering, etc.
>>
>>    Handy online converter, including Knots to whatever -->
>>    http://www.engineeringtoolbox.com/velocity-units-converter-d_1035.html
>>
>>    end OOC]
>>
>>
>
>
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