I was wondering if anyone would care to enlighten me as to the mechanics of
using a "floating table" in FT. What I imagine is that when any model will
likely move off the playing surface all ships are shifted x MU from the
concered edge, in a straight line. What happens in the event that this shift
will take other models off the table edge? Though I don't imagine this is a
likely occurance. Any observations, or clarifications of my interpetation
would be helpful.
On 11-May-00 at 17:04, Aron_Clark@digidesign.com
(Aron_Clark@digidesign.com)
wrote: >
> I was wondering if anyone would care to enlighten me as to the
If ships must move off to accomodate a float then the float is not made.
Roger notes,
> If ships must move off to accomodate a float then the float is not
Roger, then in your experience... Would you say the model that orginaly
triggered the "float" has left engagement area (ie out of the game). What if
there are models at a center point between those at either extreme?
Roger Books <books@mail.state.fl.us> on 05/11/2000 02:04:26 PM
Please respond to gzg-l@CSUA.Berkeley.EDU
To: gzg-l@CSUA.Berkeley.EDU
cc: (bcc: Aron Clark/AM/Avid)
Subject: Re: [FT] Floating Table
On 11-May-00 at 17:04, Aron_Clark@digidesign.com
(Aron_Clark@digidesign.com)
wrote: >
> I was wondering if anyone would care to enlighten me as to the
On 11-May-00 at 17:20, Aron_Clark@digidesign.com
(Aron_Clark@digidesign.com)
wrote: >
> Roger notes,
> On Thu, 11 May 2000 Aron_Clark@digidesign.com wrote:
> I was wondering if anyone would care to enlighten me as to the
i would add that in vector, you might be able to do a 'velocity float', where
rather than offsetting everyone's positions to get them back
on-table, you offset everyone's velocities. the point of this is that if
everyone is suddenly heading north by nortwest at speed 40, you are going to
have to do a *lot* of position floats if you want to keep playing. if, when
you do your first position float, you also float the velocities, everyone is
back down to sane speeds. i'm not entirely sure how this
interacts with non-movement game mechanics (does anything depend on ship
speed?), other than confusing non-vector elements like fighters, but it
could be useful.
tom
> Aron_Clark@digidesign.com wrote:
> I was wondering if anyone would care to enlighten me as to the
You shift them x mu in the same direction, but it needn't be directly away
from the table edge. If they are close to a corner it is often a
good idea to shift them diagonally instead - ie, away from both the
threatening table edges.
> What happens in the event that this shift will take other models off
Then you have to choose which models you want to keep on the table :-/
Regards,