From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Tue, 26 Feb 2002 09:33:32 +1100
Subject: RE: [FT] Space Sports
On Tuesday, February 26, 2002 5:19 AM, B Lin [SMTP:lin@rxkinetix.com] wrote: > Now that the Olypmics are over, the thought of what future sporting you can use 2-3 thrust points to get more revolutions in a shorter time span (i.e. a triple lutz vs. a double). > --Binhan Back on 29 April 1999, I posted this to the list. Enjoy. ***** For complete banality & insanity, welcome to the ShuffleThrust Cafe! Home of blood, mayhem & asteroid splattering. Play area: a 60" x 40" (or similar ratio) solid boundary playfield. There is a 10" goal in the middle of each end. Players: each team has 4 'field players' plus a 'goalie'. Rules: ----- The game runs for 10 turns. Ships are deployed alternately, tossing a coin to see who deploys first. The puck is placed in the centre of the play area. The 'puck' being used is a 100 dp asteroid (keep track of damage). If it is destroyed, instead of moving, it splits into d3+1 (2-4) smaller chunks of 50dp, which move in a random direction with an initial speed of 2d6. The game continues until all of the smaller pucks are removed from the board (by scoring or destruction). And yes, you can ram the 'puck'! (use asteroid rules). After a goal is scored, the field is reset & each ship repairs d6 damage & all damaged systems. Destroyed ships are replaced with a new vessel. Vector movement is used for both the players & puck. Anything bouncing off a wall halves its current velocity in its new heading (use angle of incidence=angle of reflection for bounce). The puck doesn't move during the movement phase, instead it is moved during the fire phase. Each damage point imparts 1" of thrust along the same facing as the player (ie: player is facing 12, any damage to the puck gives it x thrust in direction 12). This is mostly to simplify the math for the umpire. Don't forget to include the drift from last turn. You can also attack other players, but if they suffer a threshold, then you also must roll against their threshold number; failure means you must do a full threshold check against all systems as a 'penalty' for 'tripping' or thumping them. ----- Field Players: Mass: 40 Main Drive: 8 Hull (ave): 12 [ooo/oo*/ooo/oo*] Screen-1 Firecontrols: 2 Pulsetorpedo (F) 3 x Class-1 (6-arc) Goalie: Mass: 40 Main Drive: 2 Hull (str): 16 Armour: 4 [OOOO/oooo/ooo*/oooo/ooo*] Screen-2 Firecontrols: 2 Pulsetorpedo (F) 2 x Class-2 (FP/F/FS)