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 Whats the word on the list about ? pesterings. ;-> I also have a couple vector questions. Although I love the WAY ships move in vector, Ive 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 ships 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 cant be the first person to have thought of it, and 2) Im probably missing something. What do you all think? Also: scanning through the archives, I came across Jareds 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,