No worries about newbie status, Pascal - we were all there at least
once...
As for army organization (commonly called TOE - Table of Organization
and Equipment), I don't think anything 'official' exists above the
company/platoon TOEs given in SG2. As far as Mercenaries and Militias
go,
you pretty much have 'carte blanche' - they are organizations of your
creation, and can have any TOE you want. Militias will tend to be less
organized than other units, and less well equipped and led. Mercs may have
a wide variety of equipment, from obsolete to state-of-the-art - it
depends on how good their finances have been. The militaries of the Major
Powers
(NAC, ESU, FSE, NSL) may follow semi-historical lines (or maybe not).
The Minor Powers (PAU, LLAR, IC, OU, have I missed anyone?), I have no idea.
We'll see what kind of response crops up on the list - it's always full
of creative stimuli...
Noah V. Doyle
[quoted original message omitted]
Howdy all, I just picked up FT2 and FB1 the other day, and I'm left with a
question about the cinematic movement system. When you decide your course
movements, is your turning point effected by the thrust that is used for
acceleration? For example, say you have a Course of 12 and Velocity of
5,
and you decide to use 3 points of thrust to accel and 1 point to turn to port.
Do you move 4" then turn, or do you move 3" and then next round your velocity
is 8". Sorry if this is a dumb question, but I didn't find it anywhere in FT2.
Thanks,
Yes. You total the old velocity and the new acceleration to get the new
velocity. Then you figure movement on the new velocity.
So in your example you would move 4", turn, and move 4" with an new velocity
of 8.
-----
Brian Bell bkb@beol.net
http://www.ftsr.org/
> On Wed, 14 February 2001, "Fent, Lee" wrote:
> When you decide your course
Here's what you do. You plot your orders including speed changes, then you add
last turn's speed to the increase (or decrease) in speed you had ordered for
this turn. This is your new speed. You must move this distance in the turn.
When it's time to move the ships, you do this. You look at the number of
points you ordered the ship to turn. You do half those points of turns,
rounded down, before moving the ship. You move the ship half it's movement
distance. You then do half the points for turns, rounded up. You then move
your ship the rest of its movement.
Example: you have a ship with a Thrust rating of 6. It can do a maximum of
three points of movement in a turn (half of 6). Last turn's speed is
6.
You make this order: S3 + 3. This is Starboard (right) turn for 3
points, and an increase in speed of 3. Your speed this turn will be 9" (last
turn's speed of 6 plus an increase of 3 this turn).
Now, it's time to move the ship. First, you make half the turn, rounded down.
3 divided in half is 1.5, rounded down to 1. So, you make a 1 point turn to
the right.
You then move half your distance. Your speed is 9", so you move 4.5".
You have to finish your turn at the half way point. You ordered a 3 point
turn, but did 1 point at the beginning. Now you do a 2 point turn to the
right. Finally, you move the ship the rest of its movement distance (another
4.5").
That's it.
Ummm... unless I've got the rounding part backwards... If so, I'm sure I'll
hear about it.