***
> Again, this tends to be in view of one who plays relatively slow
Gotta love those easy targets.:)
***
Of course, everybody becomes an easier target when your movement is slower,
and you're more predictable, but I still maintain that several things, from
the basic rules of cinematic movement to the fighter movement rules, really
only make sense at relatively low mpt's(MU's per turn). Screening to bring
fighters into battle is only necessary if ships are allowed to 'scream' across
the table.
I'm beginning to think that a lot of the point structure, playtested without
restricted speed from what I can tell, has become inappropriate to my play.
I'll treat them as guidelines, as should we all.
I've plenty of PSB to justify my stand, but it's still just b******t.
> The_Beast wrote:
> Of course, everybody becomes an easier target when your movement is
In Cinematic, a thrust-4 ship can dodge SMs quite well at speeds above
12mu/turn... that's only half the speed of a standard fighter. Do you
consider this to be an extremely high speed?
Later,
***
In Cinematic, a thrust-4 ship can dodge SMs quite well at speeds above
12mu/turn... that's only half the speed of a standard fighter. Do you
consider this to be an extremely high speed?
***
No, I do not. Maybe twice that would be what I'd so term. Half again for
merely high speed.
Of course, a thrust-4 ship is not the slowest, and that would be dodging
how many salvos?
So, you're telling me 12 or so is on the high end for the playtesting?
***
In Cinematic, a thrust-4 ship can dodge SMs quite well at speeds above
12mu/turn... that's only half the speed of a standard fighter. Do you
consider this to be an extremely high speed?
***
I apologize for my previous note, Oerjan. Please ignore it. My knee-jerk
reaction was totally uncalled for, given my confusion.
What I meant to say was that I couldn't for the life of me figure what your
comments had to do with my proposition on ship and fighter movement.
> On 12-Jul-01 at 15:52, devans@uneb.edu (devans@uneb.edu) wrote:
Oerjan is a big proponent of high speed, so I doubt 12 is anywhere close to
his high end.
The decisions and tactics have a much better feel at higher speeds. That is,
of course, IMNSHO. Realize that since I normally play FSE low speeds benefit
me. I still find high speeds more satisfying.
> The_Beast wrote:
> ***
<chuckle> 24-ish is what I consider to be "normal" speed; half again is
"high", double begins approaching "very fast" :-)
> Of course, a thrust-4 ship is not the slowest, and that would be
Depends on 1) how many salvoes the enemy fires, and 2) how good he is at
predicting your movements. If he wants his salvoes to cover all your ship's
possible move-end positions (and thus guarantee that *some* missiles
will
hit you) speed 12 means that your thrust-4 ship dodges two-thirds of
his salvoes; if he takes a chance and concentrates his missiles into one
single area he might get lucky and hit with everything... but he also runs a
serious risk that you'll turn the other way, in which case you dodge
*all*
of his missiles.
Thrust-3 or slower ships are far less capable of dodging missiles,
that's true. That's why the NSL and ESU like to include some cheap scoutships
to play BJs, and why they have the best "official" ADFC cruisers in FB1.
> So, you're telling me 12 or so is on the high end for the playtesting?
Of course not - the *high* end velocities are 50+. I'm just pointing out
that there is a fairly wide speed range where ships are not particularly
easy salvo missile targets but fighters have no problems in keeping up with
the ships even without using the screening mechanic.
Regards,