Forum Discussion
9 years ago
All the science stuff thrown in just provides a frame of reference. I used the a Interstellar Analogy to explain how people can move at different rates of time, like our toons do. It is just a way to visualize toons moving at different rates of fill, or speed.
Turn meter is a toons representation of time. We are only worried about actions and when they take place and want to know where the other toons are on their respective timelines. Turn meter reductions and gains make this difficult.
Take a full team of 5 with a toon with turm meter manipulation and try to calculate their turn orders past the first turn and plot it all out. It is easy to calculate a single toons turn order, or even a few toons, but throw in some turn meter manipulation and see what happens.
The problem with the push-up example referenced above is that the guys doing the push-ups are not reliant on filling their turn meter at different rates to take an action. They are reliant on their biology to determine how fast they can move. They also aren't being paused in time before doing each push-up for us to decide what to do. They are also moving in the same time. It does not represent anything we see in game, it is not a good model of the game.
You could change it and make the example fit our model. You could say that Person A fills turn meter at a rate of 30 push-ups per minute, and it takes 60 push-ups to fill his turn meter and take a break, and Person B fills turn meter at a rate of 20 pushups per minute and takes 60 push-ups to fill their turn meter and take a break. When they take a break, time pauses and we dicide whether they drink the Gatorade or H2O, after they drink, time starts again and they are always doing push-ups while time is running.
That would be a closer representation. In that model, minutes would equal rounds in the game, push-ups per minute would represent speed value, and breaks would represent turns. So after 2 minutes, or 2 rounds, Person A gets a break, Person B doesn't get a break until 4 minutes, or 4 rounds. This is what we see, but we don't wait the full four minutes, time is sped up from our perspective. We see Person A get a break, we decide, then we see person B get a break.
We do not experience time the same way our toons do, they can speed up, skip forward, skip backwards, and stop. We only know where they are on their timeline based on turn meter and where they should be according to speed value.
Turn meter is a toons representation of time. We are only worried about actions and when they take place and want to know where the other toons are on their respective timelines. Turn meter reductions and gains make this difficult.
Take a full team of 5 with a toon with turm meter manipulation and try to calculate their turn orders past the first turn and plot it all out. It is easy to calculate a single toons turn order, or even a few toons, but throw in some turn meter manipulation and see what happens.
The problem with the push-up example referenced above is that the guys doing the push-ups are not reliant on filling their turn meter at different rates to take an action. They are reliant on their biology to determine how fast they can move. They also aren't being paused in time before doing each push-up for us to decide what to do. They are also moving in the same time. It does not represent anything we see in game, it is not a good model of the game.
You could change it and make the example fit our model. You could say that Person A fills turn meter at a rate of 30 push-ups per minute, and it takes 60 push-ups to fill his turn meter and take a break, and Person B fills turn meter at a rate of 20 pushups per minute and takes 60 push-ups to fill their turn meter and take a break. When they take a break, time pauses and we dicide whether they drink the Gatorade or H2O, after they drink, time starts again and they are always doing push-ups while time is running.
That would be a closer representation. In that model, minutes would equal rounds in the game, push-ups per minute would represent speed value, and breaks would represent turns. So after 2 minutes, or 2 rounds, Person A gets a break, Person B doesn't get a break until 4 minutes, or 4 rounds. This is what we see, but we don't wait the full four minutes, time is sped up from our perspective. We see Person A get a break, we decide, then we see person B get a break.
We do not experience time the same way our toons do, they can speed up, skip forward, skip backwards, and stop. We only know where they are on their timeline based on turn meter and where they should be according to speed value.
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