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fun != realism
sqrt ((1760 / 4)^2 x 2) / 5 = 124.45 secs (approx.)
<?phpdefine('BASIC_MOVE', 5);define('YARDS_PER_MILE', 1760);define('TILES_PER_MILE', 4);$diagonalTransitionTime = floor(sqrt(pow(YARDS_PER_MILE / TILES_PER_MILE, 2) * 2) / BASIC_MOVE);
I could, for example, reduce game time by a factor of four (or even eight) so that 88 seconds becomes 22 seconds but I had really wanted to keep things more realistic.
I suppose I could maybe introduce a series of random encounters that help or hinder the PC (and ensure that their interest remains peaked) when transitioning from one tile to the next.
Edit: Speaking of realism... 5 yards/sec is a bit over 10 mph. Normal humans sustaining that pace for any extended period of time is extremely unrealistic. Average men's marathon times run around four and a half hours, so roughly 5mph, or half the rate you're talking about, and those are people who train for it. A typical short-term walking pace is around 3mph and I'm used to fantasy RPGs using something in the 20-25 miles/day range for long-term travel on foot.
Pet peeve: Piqued, not peaked, unless the user's interest is shaped like a mountain.
The pen & paper role-playing system that I'm using to kickstart the core of the RPG uses a value for basic move calculated on attributes of the PC. As a typical average, the rules state that 5 yards per second is to be considered the most common but I'd already performed the same conversion you have from yards per second to miles per hour and come to the same conclusion.
Have you seen even one game master that is calculationg realistic movement distance during RPG session?
You should not make diagonal movement more expensive. It is grid, players are to expect that moving along grid takes as many movement points as there are grids to traverse. That is the nature of tiles and the advantage of tile system is that you can calculate distance easily.