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SPEED Overhaul

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SPEED Overhaul Empty SPEED Overhaul

Post  GM_ODA Sun May 10, 2015 11:54 am

Some creatures need to be significantly faster relative to others - PCs should NOT be able to catch up with deer on foot, unless they are high level barbarians or monks. I'm wondering if we should maybe slow the PCs a bit so we have more 'top end' available for creatures? FEEDBACK?

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Post  Absol 13 Sun May 10, 2015 12:31 pm

Slowing Pc's No. I'm saying that now, No. I suggest Changing Creatures and what not as hard as that may be. Messing with Pc speed is likly to make Everyone Go and grab a monk/Barbarian level.
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SPEED Overhaul Empty Re: SPEED Overhaul

Post  GM_ODA Sun May 10, 2015 12:54 pm

Just an fyi, you know a high level monk moves faster than a DM? Hence a small adjustment downward may be in order, nothing major, maybe a 10 or 20 percent change is what I suggest, this would leave more in the upper end (NWN does have speed limits for all practical purposes) for creatures that are really faster, like cheetah, quickling, gazelle, and deer. I mean, as it is, a normal fighter can run right up to a fleeing deer and bash its head in with a club. I would really like monk and barbarian speed to stand out, as it is, ordinary PCs can overtake fleeing gazelles? IDK if that preserves the essential suspension of disbelief.

The upper limit has as much to do with being able to control a creature at that speed as limits in NWN but there are upper limits in both categories. I'm thinking that default PCs are a little too fast by default. What if speed were limited for factors like 'no boots'? Should we make running make one prone to falling down on rough terrain? We presently have it setup for horseback riding that such things can happen esp when moving fast over irregular terrain, just fyi.
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Post  LadyAloura Sun May 10, 2015 1:00 pm

would there be a way to make the deer faster then

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Post  Elgate Sun May 10, 2015 1:11 pm

Making the pc's slower is only going to frustrate players. The world is huge, and it takes plenty of time to explore as it is- slowing PC's down, on top of things such as armor speed restrictions, is just going to put players off exploring.

Making other creatures faster is fine, or slightly reducing Monk speed so it's not insane, that's okay. But reducing player speeds is going to end badly.
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SPEED Overhaul Empty Re: SPEED Overhaul

Post  GM_ODA Sun May 10, 2015 1:18 pm

Excellent question... first a bit of background so we are all on the same page.

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From what I read here it seems I might be able to modify the .2da file on the server to make base changes - I'll open the file and review the default contents to discover what the base rates are for different creatures and post that back here when I get the data out.

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Post  Elgate Sun May 10, 2015 1:39 pm

While it doesn't give you as much control, can't you also edit the movement rate in the toolset? Most things are set to default, but you can edit this to go from Immobile, very slow, slow, normal, fast, very fast, dm fast...

It means that, if a script forced you to take on another creatures appearance you wouldn't adopt that creatures 'default' speed, but you could still edit specific creature spawns to have different movement rates?
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Post  GM_ODA Sun May 10, 2015 2:06 pm

Here may be part of the problem...


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Power walking or speed walking is the act of walking with a speed at the upper end of the natural range for walking gait, typically 7 to 9 km/h (4.5 to 5.5 mph). To qualify as power walking as opposed to jogging or running, at least one foot must be in contact with the ground at all times.

OK, lets look at the top end here for real world human power walking - 9km/h works out to ...


9000 meters per hour or
[9000/60 = ] 150 meters per minute or
[150/60 = ] 2.5 meters per second.

NWN defaults...


The base movement speed of a running player character is 4 meters per second (mps). Dungeon Masters can run at 11 mps, while the speeds of other creatures either depend on their appearance or are set by a module builder. The "normal" base running movement rate of monsters is 3.5 mps, while the "fast" rate is 4.5 mps.

this next link is about running speed...

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As you can see sprint speeds are about 10 meters per second (for Olympic runners under perfect conditions and NEXT TO NO LOAD)... and more sustainable running speeds seem to be about 5 meters per second (also for Olympic runners under perfect conditions and NEXT TO NO LOAD).

Just dealing with the lower number for now puts us in some difficulty. With my PC "Alan Milktoast" a PC with average physical abilities - and I ran across one of the city areas edge to edge in just under 40 seconds. That would be a distance of 160 meters in about 35 seconds... this works out to be 4.57 meters per second, while carrying a load just under the PCs encumbrance limit of 73 lbs.

Things like this make me thing maybe base NWN levels are a bit too fast and could be reduced a little without harming game play. not to mention making bipeds slower makes quadrupeds (like the speedy gazelles) seem faster already... which we could boost some further to make it more realistic.



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Post  Absol 13 Sun May 10, 2015 2:25 pm

I Honestly Think As elgate said, impacting PC speed will make MANY people hate it, change monster and creature speeds fine.I also think your getting too Realistic here, We come here to RP, not to bother if our PC is fit enough to Catch a cheetah.
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Post  GM_ODA Sun May 10, 2015 2:48 pm

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The above URLs explain the movement rate 2das in NWN. Re: elgates question about speed rates in toolset.
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Post  Animayhem Mon May 11, 2015 5:43 pm

Absol 13 wrote:I Honestly Think As elgate said, impacting PC speed will make MANY people hate it, change monster and creature speeds fine.I also think your getting too Realistic here, We come here to RP, not to bother if our PC is fit enough to Catch a cheetah.

I agree with Abs and Elgate. There are always potions of speed that people can take.
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