Posts from Will on actions.. From: John Stowman To: PBEM List X-XS4ALL-DNSBL-Checked: mxdrop157.xs4all.nl checked 74.125.92.148 against DNS blacklists Subject: Re: [pnpgm] Game Update #12 - File #140 - Ship Boredom ends OOC: By expressed your suspicion do you mean that there may be a chance of that they may not attack immediately and we may be able to run away? Does Kiet share his thoughts and expertise with the rest of us in the few minutes before we meet these Sea Dragons face to face in case there is something we can do to avoid a conflict? On Mon, Jun 1, 2009 at 10:16 AM, Schnockel wrote: No, they are not Wyrms. They are Sea Dragons. The ship is moving about PMR 12...or MR 48... And Kiet has already expressed his suspicion to the GM about the Chaos orientation of the creatures... ----- Original Message ----- From: John Stowman To: PBEM List Sent: Monday, June 01, 2009 11:05 AM Subject: Re: [pnpgm] Game Update #12 - File #140 - Ship Boredom ends -OOCUnit conversion 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 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)" 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] > -----Original Message----- > From: pnpgm-bounces@abroere.xs4all.nl [mailto:pnpgm- > bounces@abroere.xs4all.nl] On Behalf Of J Hooten > Sent: Friday, May 29, 2009 12:36 AM > To: PBEM List > Subject: Re: [pnpgm] Game Update #12 - File #140 - Ship Boredom ends > > <24 knots is more like 40.5 feet per second? 800 feet per second is > 545mph or 474 nautical miles and hour > <26 knots would take 4 minutes to do 2 miles, so you may need to fix > descriptions? > <1 nautical mile is about 1.15 miles > _______________________________________________ pnpgm mailing list pnpgm@abroere.xs4all.nl http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnpgm From: John Stowman To: PBEM List X-XS4ALL-DNSBL-Checked: mxdrop139.xs4all.nl checked 74.125.92.148 against DNS blacklists Subject: Re: [pnpgm] Game Update #12 - File #140 - Ship Boredom ends - OOCUnit conversion OOC: Strange I don't feel much encouraged by that. On Mon, Jun 1, 2009 at 10:40 AM, J Hooten 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 > 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)" > 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]