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James McMurray
post Apr 9 2006, 09:46 AM
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According to what I can find, accelleration is considered your walking and running speeds for vehicles. Good, makes it easier to mesh character and drone movement.

To go higher you make a vehicle test, with each hit adding to your movement rate that turn. All good still.

Speed is the "maximum safe speed," which you reach by making those tests. If you go faster, you could be in trouble. Still good.

Now for the hard part: how in the heck are you supposed to actually reach those speeds? To get a GMC Banshee up to max speed for one combat turn takes 150 hits on the vehicle test!
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Aku
post Apr 9 2006, 11:11 AM
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I think you're mis-understanding the vehicle test. Each hit on thetest ADDS 5 meters to the acceleration. So assuming you're "walking" your banshee, you're looking at 1000/50=20 turns to get it to full speed + the hits from your vehicle test
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James McMurray
post Apr 9 2006, 11:18 AM
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That makes sense, where does it explain that better? What I see:

1) Acceleration is walking / running rate.
2) Vehicle test hits add 5 to the vehicle's movement rate

Do those hits stay around? If so, do they add 5 to both walking and running rates, or are you automatically running as soon as you bypass the highest speed available for running?
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Aku
post Apr 9 2006, 11:48 AM
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well, it doesnt explain it clearly, but heres an example of how i understand it. using bank heist as the target.

Joe driver is out in the ride, stopped, with the car idling in his westwind, while the team knocks over a bank. Its a successful hit, and the team runs out and hops in. Joe, seeing no signs of trouble, gets out of there and cruises away (using the walking speed) using a base 20 meters, and rolls 4 hits on his test, netting him 40 meters per turn, he repeats the next turn and is just as successful, and is now cruising along at 80 meters per turn. He lets off the gas pedal for a little while, until he notices a piggy pull out from an alley behind him, crap lonestar, floor it! is heard from the backseat, and he does so, increasing to the base running speed of 60, and scores 2 hits on his test, netting him 70 meter pet turn increase, bringing him to 150. The lone star tries to keep up, but only doing about 60 meters, our westwind is easily able to out run him.
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hobgoblin
post Apr 9 2006, 12:17 PM
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basicly the walk and run speeds are nice to have when a vehicle is involved with normal combat (like say drones).

however, if you want to calculate "real" acceleration. take the running speed and add whatever hits the driver gets on a drive test, kinda like if a person tryed to sprint.

only diff is that a vehicle have a much higher top speed, so they can effectively sprint for several turns before hiting the point where fatigue kicks in (redlined engine and all that)...

only real change between SR3 rules and SR4 rules that i can see is that the engagement range is not defined by how much the individual vehicles moved in the last turn, so speed only have an effect on the damage done in a crash or when ramming (that i can see)...
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James McMurray
post Apr 9 2006, 08:35 PM
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Still makes sense, but I guess there's no detailed explanation of how it works that way? We'll probably do it that way, but it's good to know how it was intended.
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NightHaunter
post Apr 10 2006, 02:07 PM
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I read the speed stat as the top speed it could reach, period.
Am I wrong in this?
Also does anyone know how to convert a shadowrun speed to either kilometers or miles per hour?
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James McMurray
post Apr 10 2006, 03:21 PM
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In the vehicles section it says it's the maximum safe speed, but doesn't have hard and fast rules about what that means.

3 seconds per turn = 1200 turns per hour, so kph is just speed * 1200. mph is speed / 1.6.
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NightHaunter
post Apr 10 2006, 03:53 PM
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Cheers could have got that myself really.
But I'm still having difficulty thinking since last nights game.
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hobgoblin
post Apr 10 2006, 07:08 PM
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but remember that its meters pr turn, and the k in kph stands for kilo, as in 1000. so maybe make that x1.2 ;)
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James McMurray
post Apr 10 2006, 07:12 PM
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Yeah, sorry. :)

Taht even happened when me and my roommate were talking about it. He mentioned a motorccyle going 180,000 kph and I was the one who pointed out the kilo part. DOH!
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mdynna
post Apr 10 2006, 08:06 PM
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That's right x1.2. Which, incidentally, is the same conversion listed in SR3.

On a side note, would everyone (generally) be insterested in a conversion of Vehicle Stats, and Modification rules from SR3 if I worked on them?
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hobgoblin
post Apr 10 2006, 08:14 PM
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QUOTE
That's right x1.2. Which, incidentally, is the same conversion listed in SR3.


and it should be, as both old and new works with meters pr turn, and 3 second turns (alltho those 20 second chase turns can makes for interesting speeds).
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Lagomorph
post Apr 10 2006, 08:24 PM
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QUOTE (mdynna)
That's right x1.2. Which, incidentally, is the same conversion listed in SR3.

On a side note, would everyone (generally) be insterested in a conversion of Vehicle Stats, and Modification rules from SR3 if I worked on them?

I (and my GM) would love you forever if you did that. I may be able to help out also, if I can ever find some time away from work...
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mdynna
post Apr 10 2006, 09:24 PM
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Ok, I'll start looking at the Rigger rules then. It'll kind of be a "labour of love" for me. My first character was a Rigger and I think I'll always have a "special place in my heart" for the Rigger. I was greatly disappointed at the giant shaft that Vehicle Modification received in SR4, but I suppose they had to cut something didn't they?

I hear everyone commending the rules changes for "pure" vehicle combat (chase combat). I agree they are much more useable rules, but I never did find the old ones completely unusable. Granted, I threw out the entire Maneuver Score system, and once that was gone, everything fell into place. Basically, you use a 1-dimensional model for position: each vehicle is only X m away from the other. You have to do this for "normal" ranged combat anyway. Then, when each driver wants to "do something" you used Handling as the base TN then applied the modifiers from the various tables for Terrain and Conditions. Each new IP you calculate the new relative distance between vehicles based on the speed difference (and thus, any change in speed). It really wasn't that hard. I think I'll "publish" this system in addition to my Rigger Conversion rules.

The only reason I'm going on about this is this: SR4 "chase combat" rules have no bearing on vehicle speed. One could be a Westwind 3k already going 250kph and the other a Nissan Jackrabbit standing still, but if the driver of the Jackrabbit wins the Opposed Driving test, and he chose "Close Range", then the Jackrabbit has now caught the Westwind. As a Rigger with a super sports-car I would find this frustrating.
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hobgoblin
post Apr 10 2006, 09:55 PM
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never had a problem with the manuver score. and i have allways envisioned the distance system to be one dimentional (alltho it could be multiple dimentions stacked side by side if you have many vehicles mixed in).
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mdynna
post Apr 10 2006, 10:39 PM
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By "one-dimensional" I was meaning that we never worried about how far to the left or right a vehicle was, we always assumed one was directly behind the other. The Maneuver Score was fine, it just took way too long for a session.

(For the math geeks)
H = Sqrt(X^2 + Y^2)
where X and Y are the two ("vertical" and "horizontal") displacements.
X
|
3 |
|
_____ Y
5

The "true" distance between X and Y = Srqt(3^2 + 5^2) = 5.83
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warrior_allanon
post Apr 11 2006, 01:15 AM
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didnt i already fight this argument and figure it all out in another thread?

edit: yup heres how it figured out:
QUOTE
you have to realize that its able to accelerate between 5-10 mps per second so base would be 5-10-15 for a total of 30 meters in a 3 second combat turn, meaning that in a full minute of standard acceleration you would reach roughly 5miles traveled in one minute which is about 30 mph which is about right.

at maximum accel of 10mps, one minute of acceleration puts you at roughly 10miles traveled and max speed reached in under a full minute of acceleration
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hobgoblin
post Apr 11 2006, 01:45 AM
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QUOTE (mdynna @ Apr 10 2006, 11:39 PM)
By "one-dimensional" I was meaning that we never worried about how far to the left or right a vehicle was, we always assumed one was directly behind the other.  The Maneuver Score was fine, it just took way too long for a session.

bingo, no need to worry about left or right, just "distance" between the chaser and the chased...

SR3 manouver score:

-vehicle points +/- (never changes)
-terrain points +/- (changes when GM says so)
-speed points (speed/10, round down) (changes depending on actions taken by the driver. but easy to calculate whenever it changes)
-driver points (open test) (allways changes)

SR4 vehicle test:

-handling rating +/-
-terrain treshold modifier (for some reason, the terrain driven thru do not affect the vehicle test at start of chase combat turns :please: )

hmm, ok so its simpler. but neither speed, nor terrain have any effect on the chase now. whats up with that?

i would atleast give someone a positive or negative pool modifier for the diffrence in speed (most likely in the same way as the reach rules in melee combat. allow the highest speed to choose how to apply the modifier).

or maybe combine speed and terrain so that if you have above speed X in terrain Y you get a negative pool modifier (giving highly skilled drivers a edge as they can maintain speed inside difficult terrain).

this little review of mine is making me go "huh?" about the chase rules in SR4...
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mintcar
post Apr 11 2006, 10:42 AM
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From an old thread:
QUOTE (mintcar)
Let's assume it can accelerate by the runspeed each turn without any roll. The rating is called "acceleration", and the test is optional, after all. It's not that hard to press a gas pedal either. Getting that extra little acceleration out of it should be hard. As should staying on the road if all you do is floor it without mercy.

Let's take a very fast car as a benchmark for testing the viability of this rating: the Eurocar Westwind. Acceleration 20/60. Starting out at 0 km/h, I will try and calculate the time it takes to reach 100 km/h (approx. 62 mph).

If I'm not mistaken, multiplying meters per turn with 1.2 will give the speed in km/h. This is because one hour is 3600 seconds, one kilometer is 1000 meters and one combat turn is 3 seconds(3600/1000)/3=1.2. So 60 mpt = 72 km/h. In 3 seconds the car has reached 72 km/h. In 6 seconds the car has doubled that speed, and is now traveling at 144 km/h. 100 km/h is reached approx. in 4 seconds. That rivals most race cars today. It's the same spec that the Ferrari F430 is presented with. But those specs are not casualy reached, while the Westwind would do this every time, without a test, at least on a straight road. Let's say you made a test to accelerate, getting 4 hits. Then you would reach 100 km/h in barely more than 3 seconds. This all makes sense, because it fits with how top speeds of vehicles in Shadowrun relates to today's cars.

PS. Maybe now you can see why the speed increase you gain from the roll as opposed to the normal acceleration is so small? It's no small feat to press a race car down from 4 to 3 seconds time from 0-100 km/h.


I think that the rule about walkspeed and runspeed is supposed to be used for when vehicles are in standard combats, not for tactical vehicle combat or races.

But as has been pointed out, speed does not figure in to chases at the moment. If you wanted to make a test for it though, the figures would add up this way. (At least well enough to satisfy me)
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mdynna
post Apr 11 2006, 03:56 PM
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I suppose the "quick" rule to fix this problem is:
The driver of the faster vehicle gets a bonus to his test equal to the (smallest) difference in speed / 10 (always drop the decimal).

So, a Westwind already going 200 vs. someone stopped gets +20 dice? Sure. Basically, the driver of the Westwind would easily get to choose the engagement range. This would mean at "the worst" the chasing vehicle would be at "long range", at least initially.
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blakkie
post Apr 11 2006, 04:02 PM
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Unless you are in a driving environment that allows at least one of the vehicles to reach very close to top speed for a siginificant amount of time, top end by itself is going to mean very little. In a slow down/speed up/swerve around environement like a busy road acceleration/braking/handling is where it is at. You likely don't even want to reach your top end because you'll likely be over accelerating, leading to overbreaking and poor driving lines and eventually a crash.

Fast and steady wins the race. Stupid Fast ends up spun out or crashed or standing on their nose to keep from doing either of those.
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mintcar
post Apr 11 2006, 04:03 PM
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It would more or less necessitate an additional dice roll to be made each round. You'd have to roll for speed. Or the GM could determine the speed based on terrain, and vehicular actions taken. Second option seems most doable as a quick fix.
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blakkie
post Apr 11 2006, 04:06 PM
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QUOTE (mintcar)
It would more or less necessitate an additional dice roll to be made each round. You'd have to roll for speed. Or the GM could determine the speed based on terrain, and vehicular actions taken. Second option seems most doable as a quick fix.

Either of those options are giving me R3 flashbacks. :( Just drive. If for some reason it is a wide open area and they are heading in a straight line the faster car, acceleration being equal, eventually just pulls away.
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Eryk the Red
post Apr 11 2006, 04:08 PM
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I look at it pretty much the same way as Mintcar. That's why in my heavily altered chase rules, having a higher Acceleration gives you free hits to your maneuvering each turn, while top speeds are used to determine the threshold for the extended vehicle test to catch up/get away. Maybe I'll post my rules sometime, try to get some feedback.
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