From: Jared Hilal <jlhilal@y...>
Date: Wed, 9 Feb 2005 14:45:46 -0800 (PST)
Subject: [FT] Seperating MD and Maneuvering was Re: [VV] Vector turn
> --- "laserlight@quixnet.net" <laserlight@quixnet.net> wrote:
> If you can figure out a way to decouple Thrust and Turn ability,
We use the following with Cinematic movement. The basic idea can easily be
adapted to Vector.
SEMI-CINEMATIC DRIVE
This wes designed to simulate ships depicted with large main engines in the
rear which are shown to move cinmaticly, such as SW, B5 Narn and Centuari, BSG
(original), etc. PSB is that there is a "gravitronic" array on the front and
sides of the ship's bow that allows it to conserve its momentum when making
turns, thus turning cinematicly.
Main Drive MD thrust is bought at a rate of 5% TMF per 2 MD points and 2 PV
per
MASS. Each 2 points is represented by a standard drive-2 icon on the
SSD (so a thrust-4 ship has two MD-2 icons). MD thrust can only be
used to accelerate the ship. It can not be used for deceleration.
When a ship takes a threshold check, roll seperately for each MD icon. For
each icon that fails a threshold check, roll one die.
1-3 = 1 thrust point is damaged
4-5 = 2 thrust points damaged
6 = 2 thrust points damaged and roll again for the same icon. If an icon takes
more than 2 points damaged at a given time, then for each additional point
damaged 1 point is not repairable during the course of the game.
Maneuver Drive Maneuvering thrust is bought at a rate of 5% TMF per Maneuver
point and
2 PV per MASS. A maneuver point can be used to make a 1-point course
change or to decelerate by 1 MU. The system is assumed to be able to use the
entire Maneuver capability in any direction.
The Maneuver System is represented by a group of 4 symbols. First is a simple
box containing a number (the maneuver rating), representing the
gravity/warp/whatever generator deep inside the ship. Around the box
are three isosoles triangles pointing to the right, left, and forward, with
the base of each triangle connected to the box by a line like that connecting
a SML to its magazine. These represent the arrays on the surface of the ship.
When taking Threshold checks, roll for the arrays first. If an array fails,
then the ship's ability to maneuver is reduced. The forward array is required
to decelerate, the left array to make starboard turns, and the right array to
make port turns.
After checking for the arrays, if none failed the check, then the main system
takes its check as if it were a Core System. If any of the Arrays failed their
check, then then main system takes it's check as a normal system. If the Main
Manuvering system fails its check, roll a die.
1-3 = 1 maneuver point is damaged
4-5 = 2 maneuver points damaged
6 = 2 maneuver points damaged and roll again
This system allows ships built with the standard construction rules to be used
with no change (such as MASS or NPV) other than to the engine icons. It allows
a wider range of damage scenarios ("main engines at 75%, Captain!"), as well
as some interesting things like not being able to turn right
*cough*Bismark*cough*.
VECTOR OPTION (completely untested and off the top of my head) Main Drive: As
above, no change.
Maneuvering Drive: 2.5% TMF per point, 2 PV per MASS. Symbols as above except
replace the array triangles with a series of small triangles with points
touching the main system box, like lots of lttle thruster nozzles. Total
number
on each side equals Each "nozzle" can be used only once per turn.
For failed threshholds, roll for number of nozzles instead of knocking out
array:
1-3 = 1 nozzle is damaged
4-5 = 2 nozzles damaged
6 = 2 nozzles damaged and roll again
* Push (PP#, PS#, PA#) - Each point moves ship 1/8 MU. Requires 1
nozzle on side of ship opposite movement per point used.
* Rotate (RP#, RS#, P+#, S+#) - 1 point can be used either to rotate
the ship 1 course facing (burn and counter-burn), impart an angular
velocity of 2 facings per turn (one longer burn), or counter an
existing AV of 2 facings per turn (longer counter-burn). Requires 1
nozzle on opposite side of ship per point used for AV change (eg P+2
requires a nozzle on S) or 1 nozzle on each side of ship P/S per 2
facing change (eg P2 requires one nozzle each P & S).
* Roll (ROLL) - 2 points to roll ship. requires 2 nozzles each P/S
* Flip (FLIP) - 4 points to flip ship. requires 4 nozzles F
J