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Targan 08-30-2011 01:07 AM

Quote:

Originally Posted by Mohoender (Post 38295)
Time determination shouldn't be that much of a problem IMO. I still have a fair amount of mechanical watches around and I'm sure many people do. I bet, that in T2K having or finding one will be a major issue for those wanting to get home.

Then, within each thinking group you would find a navigator (including on land) whose task would be to find his way around using compas, keeping track of time and day and eventually using a sextant (To note, I just read that astronauts had used instruments based on the same principles).

If a group doesn't have a navigator, it should to think about finding or forming one. Then, eventual inacuracies or mistakes might lead to very interesting games.

Very true. The reason I mentioned navigation at sea requiring accurate time keeping is that on land you can use combinations of navigational techniques, including dead reckinging and the use of fixed landmarks, to correct any navigational errors. At sea, in the absence of any landmarks, accurate navigational techniques using chronometers and sextants becomes essential.

Navigation is one of my stronger skills. Spent quite a bit of time at sea as a child. Blitzed navigation during basic training.

Mohoender 08-30-2011 01:19 AM

Quote:

Originally Posted by Targan (Post 38296)
Navigation is one of my stronger skills. Spent quite a bit of time at sea as a child. Blitzed navigation during basic training.

I'm quite good on land but absolutely not at sea or in the air. Have a character with your skils in a players group and my character would be willing to die in order to save your butt at all costs.

Mohoender 08-30-2011 01:24 AM

Targ

Given what you just pointed out, I realise that the navigation skill is fairly innacurate. It should be completed by two sub-skils : land navigation and spacial navigation (concerning air, sea and space) with the second sub skill being independent and unavailable unless developped in way or another.

Targan 08-30-2011 01:44 AM

That's kind of you to say Mo but if we were at sea and there was anyone available who'd successfully used a sextant in the last 15 years they should be your first choice. I'm waaay out of practice. :)

In terms of splitting navigation into sub-skills, my playing group is way ahead of you. Navigation skill in Gunmaster has multiple sub-skills. Survival skill can also be used for land navigation but only in terms of basic pathfinding, it is not the primary skill you'd uuse if using a map and compass.


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