From: Jared Hilal <jlhilal@y...>
Date: Mon, 01 Sep 2003 15:14:48 -0500
Subject: Re: FT Newtonian Acceleration
> Roger Burton West wrote: > In vector, what I've done is to add a drift marker. Leave drift-1 to > calculate velocity for the next turn. Having slept on the problem of realistic acceleration with vector movement, I might have a solution (without needing that 10' cattle prod:)) I'm not clear on Roger's solution, but I think that we are thinking along the same lines. Currently, the game turn starts with the ship counter/miniature oriented to its current facing, a direction arrow for its heading and a starting V (Vs) on the record sheet. Currently, the ship is moved a number of MU equal to its Vs (its "drift"), then maneuvers and/or MD burn, then compute new heading and the ending V (Ve) and finally move the direction arrow to the new ship position representing new direction of travel. I assume everyone works this way for the current vector rules (excluding any house rules). To get a "more realistic" effect of the acceleration, assuming that 1 MD thrust point represents acceleration, not distance moved, try this option: From the same setup at the beginning of the game turn, move the ship a number of MU equal to its Vs (the "drift"), then move a temporary marker in the same manner as described above for the ship maneuver/MD burn. Leaving this temporary marker on the board (in the position where the ship would be in the sequence above), move the ship from its position at the end of it's initial drift as per the written orders, but only at 1/2 rate for all MD burns and thruster/retro pushes. Compute the Ve and new heading using the start position and the temporary marker (rather than the ship position), but place the new direction arrow on the actual ship, pointing parallel to the line between the initial position and the temporary position. Finally, remove the temporary marker. The effect of this change is that the ship gets 1/2 the immediate benefit of acceleration in terms of physical position and full benefit of the acceleration to its velocity vector (speed and heading). This is slightly more complicated than the the solution for Cinematic, but I don't think it is out of proportion to the complexity difference basically inherent between the Cinematic and Vector systems. J