Hi again, and vector questions

2 posts · May 2 2005 to May 2 2005

From: wscottfield@c...

Date: Mon, 02 May 2005 20:56:14 +0000

Subject: Hi again, and vector questions

Finally rejoined the list after several years, one move, two career changes,
three ISPs and (I think) two different computers. Hi again to
those of you who remember me from way-back-when, from ECC VII (the only
one I've managed to make so far), or from FTJava. And hello to those of you I
don't know yet. Lastly, a big thanks to Indy for putting up with
all my “What’s the word on the list about…?” pesterings.  ;->

I also have a couple vector questions.

Although I love the WAY ships move in vector, I’ve never been happy with how
FAR (or, more to the point, how little) they move. In other words, I love the
quality of vector movement, but not the quantity; the size of the “plot
envelope” is so small compared to weapons ranges that it becomes very easy to
predict enemy positions.

One solution might be to simply increase the amount of thrust available to
ships in vector. Say we double the thrust ratings for vector
movement ships, so that a THR-4 cinematic ship becomes a THR-8v in
vector.  Keep the vector rules pretty much as-is, but instead of the
ship’s plot envelope being a 4” circle around their “drift-to” point, it
becomes an 8” circle. Seems simple to me. Simple enough that 1) I can’t be the
first person to have thought of it, and 2) I’m probably missing something.
What do you all think?

Also: scanning through the archives, I came across Jared’s idea of
limiting non-advanced drives to one rotation per turn to eliminate the
rotate-burn-rotate-fire pattern.  Has anyone tried this out, and if so
how did it work?

Thanks,

From: Laserlight <laserlight@q...>

Date: Mon, 2 May 2005 19:30:14 -0400

Subject: Re: Hi again, and vector questions

> One solution might be to simply increase the amount of thrust

Better to say "one thrust forward moves you 2mu"

> Also: scanning through the archives, I came across Jared's idea of

Several people have tried "one maneuvering thrust allows a turn of 30
[or 60] degrees", where "maneuvering thrust" is whatever you could use
to turn in cinematic. That seems to work well.