> >BTW it looks like you can have a max thrust of 11 under vector rules.
> >"How?" you ask. Thrust 8, burn 1 of your extra 4 maneuver points to
> maneuver >points. Or execute the same steps in reverse order. It's
John replied:
> Actually, I caught onto the flip-turn the second time I played with
Not so. Any time you want to increase speed and aren't worried about facing.
Eg, start facing 12, thrust 8, rotate to facing 3, push 3. Your actual vector
change is 11. Next turn, push first, then rotate, then thrust. Your combined
delta vee is 22, not the 16 I feel sure the rules intended.
> >BTW it looks like you can have a max thrust of 11 under vector rules.
> >"How?" you ask. Thrust 8, burn 1 of your extra 4 maneuver points to
> maneuver >points. Or execute the same steps in reverse order. It's
John replied:
> Actually, I caught onto the flip-turn the second time I played with
Not so. Any time you want to increase speed and aren't worried about facing.
Eg, start facing 12, thrust 8, rotate to facing 3, push 3. Your actual vector
change is 11. Next turn, push first, then rotate, then thrust. Your combined
delta vee is 22, not the 16 I feel sure the rules intended.
> laserlight <laserlight@mci2000.com> wrote:
[snip]
> Not so. Any time you want to increase speed and aren't worried about
Your
> actual vector change is 11. Next turn, push first, then rotate, then
Though I see the point here, I'm not sure that it's a problem. With the
exception of a race, I've never had a difficulty getting my velocity where I
want it to be, even with thrust 2 capitals. If people want to scrape every bit
of thrust out of their ship, and can use creative methods to do so, great.
Turning, on the other hand, seems to be much more of an issue in my eyes. If
you've worked your velocity up to 22, especially with the vector movement
system, then good luck to you on turning that fat dog around, and hope that
your opponent doesn't have an SML or other weapon which takes advantage of
your now predictable movement.
> Sean Bayan Schoonmaker wrote:
> Turning, on the other hand, seems to be much more of an issue in my
Well... it only takes two turns to stop completely; a 90-degree turn cam
be accomplished in three turns. Of course, this is a lot more than for
the cinematic movement, but high-thrust ships are surprisingly agile.
Centauri-style ships are... even more so <g>
> and
Since the (thrust 8) ship moving at speed 22 can end up just about anywhere
within a 11" radius from 22" straight ahead, it isn't that easy to hit with a
template. You can usually narrow the target area down a bit, but you still
need at least two, often three salvoes to ensure a hit.. In fact, I've found
ships using the cinematic movement just as easy to target with those salvo
missiles <shrug>
Later,
Schoon opined:
> Turning, on the other hand, seems to be much more of an issue in my
(this is related only to vector movement): Your position is ALWAYS predictable
to the same degree, regardless of your current speed. Next turn you will be
within 1 turn's thrust of your projected endpoint. Did I miss something that
relates turning ability to speed?
> laserlight <laserlight@mci2000.com> wrote:
[snip]
> Your position is ALWAYS predictable to the same degree, regardless of
No, you are entirely right. What I should have said is that in relation to
speed, the maneuver envelope is the same, and depending on the thrust,
possibly quite limited.
> On Thu, 13 Aug 1998, Sean Bayan Schoonmaker wrote:
> Turning, on the other hand, seems to be much more of an issue in my
As Ãrjan, I think, already pointed out, you can use this "trick" to increase
thrust in pretty much any direction, i.e. to turn. Doesn't help Thr2 ships
tough...
I really need to find the time to do the "slightly more real physics" movement
system.
> and
Under the vector system, the predictability of your movement is strictly a
function of your thrust rating, not velocity.