Gaming area

5 posts ยท Feb 22 1999 to Feb 24 1999

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Mon, 22 Feb 1999 19:10:43 +0100

Subject: Re: Gaming area

> Donald Hosford wrote:

> Well...On the two occasions that I had completed a game...I was using

> variation of the triplanetary system.

[snip]

> To keep it simple (and to approximate the FT2 move system)

This isn't very similar to FT2 (ie, Cinematic) movement except for
thrust-2 ships (or at low speeds - no higher than 4-5 or thereabouts
IIRC, but it was some years since I played Triplanetary), but apart from the
"face the direction you're moving" part it is a very good approximation of the
FTFB Vector movement rules.

It is probably possible to translate the Cinematic movement to a hexmap,
but I'm not sure I want to try :-/

Later,

From: Donald Hosford <hosford.donald@a...>

Date: Mon, 22 Feb 1999 14:18:33 -0500

Subject: Re: Gaming area

> Oerjan Ohlson wrote:

> Donald Hosford wrote:

At that point,  I would just use a Star Frontiers-like move system... I
would just have to assign Turn costs to the ships.

> Later,

From: DracSpy@a...

Date: Mon, 22 Feb 1999 20:21:52 EST

Subject: Re: Gaming area

In a message dated 99-02-22 13:23:28 EST, you write:

<< It is probably possible to translate the Cinematic movement to a hexmap,
 but I'm not sure I want to try :-/

Later,

Oerjan Ohlson oerjan.ohlson@telia.com

"Life is like a sewer. What you get out of it, depends on what you put into
it."
 - Hen3ry >>
I tried using an FT2.0 like movement system after trying the triplanetary
movement system (interesting, BTW) what I did was make it to that you only
have six headins, it also took two thrust points to do one heading change, it
was interesting to play, and with no minis to wory about moving around you can
play it on the go.
-Stephen

From: Jared E Noble <JNOBLE2@m...>

Date: Wed, 24 Feb 1999 12:51:14 -1000

Subject: Re: Gaming area

> It is probably possible to translate the Cinematic movement to a

That being said, see below for FT Cinematic movement on hexes. I think you
will find it a fairly close representation.

_Directional Notation_

To simulate 12-directional FT movement on a hexgrid A Ship may face
either a side or a point of the hexagon it is in. This requires an
understanding of
Directions, Heading, and Standard vs Cross-Grain orientation.

Directions One edge of your map is defined as direction 12. By convention,
direction 12 is a side, not a point, of the hexagon. Proceed clockwise around
the perimeter of the hexagon, counting the first vertex as 1, the next face as
2, the following vertex as 3, etc.

Standard Orientation If the nose of a ship is facing a side of the hexagon it
is in, it is said to be in Standard orientation.

Cross-Grain Orientation
If a ship is facing one of the points of the hex, it is in Cross-grain
orientation, as the direction of its heading crosses the natural grain of the
hexsheet.

_Performing Movement_

To approximate FT Cinematic movement, a ship performs half of its Turn (round
down), then moves half it's current speed (also round down). The remaining
Turn, followed by the Move, is made next.

_Moving in Standard Orientation_

A ship in standard orientation moves each hex directly ahead.

_Moving in Cross-Grain Orientation_

A ship moving in cross grain orientation alternates moving into the hex
forward and left (bearing 11), then forward and right (bearing 1), thereby
staying as close as possible to the centerline of the hex point it was facing
when it began its move.

When a ship Rotates into Cross-grain orientation, it's first hex of
movement
will always be to the _outside_, not the inside, of the turn. This first
hex of movement starts the pattern of alternation.

Example: A ship turns from heading 12 to heading 9 (3 points to port.) It's
first hex of movement will be in direction 10, as that is the 'outside' of the
turn. It then moves in direction 8. It?s next movement would be direction 10
again.

From: DracSpy@a...

Date: Wed, 24 Feb 1999 17:55:35 EST

Subject: Re: Gaming area

In a message dated 99-02-24 16:52:46 EST, you write:

<< >It is probably possible to translate the Cinematic movement to a hexmap,
> but I'm not sure I want to try :-/

That being said, see below for FT Cinematic movement on hexes. I think you
will find it a fairly close representation.

 _Directional Notation_

 To simulate 12-directional FT movement on a hexgrid A Ship may face
either a side or a point of the hexagon it is in. This requires an
understanding of
 Directions, Heading, and Standard vs Cross-Grain orientation.

 Directions
One edge of your map is defined as direction 12. By convention, direction 12
is a side, not a point, of the hexagon. Proceed clockwise around the perimeter
of the hexagon, counting the first vertex as 1, the next face as 2, the
following vertex as 3, etc.

Standard Orientation If the nose of a ship is facing a side of the hexagon it
is in, it is said to be in Standard orientation.

 Cross-Grain Orientation
 If a ship is facing one of the points of the hex, it is in Cross-grain
orientation, as the direction of its heading crosses the natural grain of the
hexsheet.

 _Performing Movement_

To approximate FT Cinematic movement, a ship performs half of its Turn (round
down), then moves half it's current speed (also round down). The remaining
Turn, followed by the Move, is made next.

 _Moving in Standard Orientation_

A ship in standard orientation moves each hex directly ahead.

 _Moving in Cross-Grain Orientation_

A ship moving in cross grain orientation alternates moving into the hex
forward and left (bearing 11), then forward and right (bearing 1), thereby
staying as close as possible to the centerline of the hex point it was facing
when it began its move.

 When a ship Rotates into Cross-grain orientation, it's first hex of
movement
 will always be to the _outside_, not the inside, of the turn. This
first hex of movement starts the pattern of alternation.

Example: A ship turns from heading 12 to heading 9 (3 points to port.) It's
first hex of movement will be in direction 10, as that is the 'outside' of the
turn. It then moves in direction 8. It