From: Sean Bayan Schoonmaker <schoon@a...>
Date: Sat, 23 May 1998 19:08:54 -0700
Subject: FT Vector Tactics
The String Thing When using the vector movement system, cut yourself a piece of string equal in length to the Main Drive thrust value of your/your opponent's ship(s). Figure out where your current, unmodified vector would take you and put one end of the string there. For those not good at envisioning spatial relationships, your final position will be somewhere where that string can reach. This can also be very usefull for "envisioning" where to place SML markers, especially if using the suggested 3" vector attack radius, which makes things a bit more dicey. Vector Push Assisted Turns When you're really pushing the envelope to reduce your turn radius and don't want to scrub too much velocity, use thruster pushes to put you outside your anticipated movement area. (Note that this only really works for ships with Thrust >= 4, which gives them at least 2 Maneuver Thrust points.) For example, with a thrust 4 ship, use 1 maneuver point to turn 3 points left or right of your current vector, burn the main drive thrust, and use the last maneuver point for a push, in the same direction of the turn, to put you outside your expected envelope. Of course this works better with more thrust. A thrust 6 ship could get farther outside, or could settle for a lesser amount and rotate to get weapons to bear as well :-) Odds are, however, if you're that desperate for the extra distance, that defensive measures may currently be of greater import.