Status: RO
Hello all,
I have been lurking on the list now for nearly a month and have finally
gottent through the Full Thrust rulebook. I am quite in impressed to say the
least. The list is also quite fun and at atimes has information I can
use. Not bad when you compare it to the usefullness of some mail-lists.
There are a few questions I have.
1) Where can I find some more scenarios? I am very new to tabletop games and
not exactly the most creative (lack of experience) when it comes to making a
scenario.
2) I see this advertisemnt in the back of Full Thrust for miniatures. Are
there ship stats for these miniatures somewhere.
3) Is there a decent Win3.x or Win95 based ship generator available other
than the DOS based one or the Excel-based spreadsheets? I sure hope,
because my preliminary assessment is that it will take me over a month to make
one using either Visual Basic 5 (enterprise edition) or this other program I
am looking into, but who's title escapes me. My take is to not reinvent the
wheel if it has already been done or is in the process.
I am have a ton other questions pertaining to the rules, but can't remember
them right off. It is my preactice to right down questions as they come up in
a game on paper then refer to the rules at a later time to find the answer.
There have been several I have not been able to find yet. When I can find that
darn list I will post them to the list.
Till then, thanks for the help in advance. Btw, how many of the list members
reside in the states and how many accross the pond? Me? I am from the states:)
Don't hold it against me that the President sucks. I don't make foreign policy
and have absolutely nothing to do with it. Ain't democracy great!?
)_KriTTeR_(
o Nickname----------o Cute Message----------o E-Mail-----------------o
Status: RO
> 3) Is there a decent Win3.x or Win95 based ship generator available
I have been working on a Windows 95/NT version for a while now and
haven't been motivated to finish. Since there seems to be a call now, I will
make a Beta Available this weekend. URL for download to follow.
Status: RO
> Hello all,
Welcome to the list. Its always good to hear from a new player. Kinda freshens
things up a bit.
> There are a few questions I have.
There are more scenarios in More Thrust. If you get it for the scenarios and
expanded fighter rules and nothing else, its still a good buy. Also, you could
check out the Unofficial Full thrust Web Page. There are couple of scenarios
on that and links to other pages around the world. The URL is:
http://www.uwm.edu/~cthulhu/FT/thrust.html
> 2) I see this advertisemnt in the back of Full Thrust for miniatures.
Are
> there ship stats for these miniatures somewhere.
Not as yet. Its actually a point of contention here on the list as to what
each power's ships would be designed with. But there IS a fleet book in the
pipeline, I believe, that should answer all our questions.
> 3) Is there a decent Win3.x or Win95 based ship generator available
There are a couple on the Unofficial FT page, plus I believe that GeoHex has
just released a Ship generator. You can get more info about that at their web
site at:
http://www.geohex.com/
> On Thu, 2 Oct 1997 11:33:47 +0000, campbelr@pop3.kunsan.af.mil wrote:
> 1: When does acceleration take effect, the begining of the turn or
> the begining of the following turn?
Acceleration takes affect at the beginning of the turn. If your speed
at the end of turn 3 is 10 and you make a +5 speed change when writing
orders for turn 4, your speed will be 15 on turn 4.
> 2: Is it legal to, say, make a 2 point turn to port at the mid point,
Strictly speaking, no. Your entire turn must be to port or to starboard. You
turn half of your ordered points of turning (rounded down) before the ship
moves, and half the turn points (rounded up) half way through the ship's move.
However, I don't see why you couldn't use this as a house rule.
For a vector movement system, check out the Fleet Book that should be released
some time in the new year. The beta of the vector rules were posted here a
while ago, so I'm sure someone could send them to you.
> 3: If you have an odd number foor a turn, say 3, can you take the 2
I'm not sure if this is an official rule, but we (that is my players, plus
everyone I met at GenCon) does half the turn, rounded down, at the beginning
of the move and half the turn, rounded up, at the halfway point in the move.
> Also, someone posted a variant of the FT/ST Disruptor batteries and
Not me, sorry.
> At 11:33 AM 10/2/97 +0000, you wrote:
> Speaking of,.... (BTW Hi, Don and welcome:)
Hi yourself:)
Status: RO
[snip]
> 1: When does acceleration take effect, the begining of the turn or
It does not say clearly (an area of contention for me in these rules that
things are at time ambiguous and unclear), but it seems to make sense that
before the turn starts that you write down your movement orders and then
follow through with them. That means whatever course changes you make are
immediate and it seems that any increase/decrease of thrust would also
be immediate.
Just found the answer. You will need to read it closely but it does in essence
say that thrust is applied for the turn that it is recorded. Check Full Thrust
pg.7, Under MOVEMENT ORDERS: and look in the 2nd paragraph.
> 2: Is it legal to, say, make a 2 point turn to port at the mid point,
You can only make course changes at the beginning and mid-point of the
turn
- at no other time. Be sure to reread sections MOVEMENT:, MAKING COURSE
CHANGES, and MOVEMENT ORDERS, found on pgs.6-7 of Full Thrust.
Full Thrust pg.6, under MAKING COURSE CHANGES:, at the bottom of the 2nd
paragraph it states, "If the total Course change is an ODD number, then
round DOWN the initial part of the change and round UP for the mid-move
part." Meaning in essence that if you have a 3 point course adjustment of any
type, you have to make a 1 point course adjustment at the beginning of
the turn then a 2 point adjustment at the mid-point.
> 3: If you have an odd number foor a turn, say 3, can you take the 2
See above statement.
> Also, someone posted a variant of the FT/ST Disruptor batteries and
Try the Unofficial Full Thrust Page. The URL is not handy right now. Keep in
mind I am not saying it is there, just that it's a good place to start.
)_KriTTeR_(
o Nickname----------o Cute Message----------o E-Mail-----------------o
> At 03:00 AM 10/2/97 GMT, you wrote:
Status: RO
[snip]
> Strictly speaking, no. Your entire turn must be to port or to
It sems that I read in Full Thrust somewhere that you could perform a slip by
apply a movement order something like 1P1S. Now I do not remember where I saw
it, but I do remember reading it. It could have been in another game book
entirely. Now it does state under MAKING COURSE CHANGES:, 1st paragraph, Full
Thrust pg.6, "A ship making a course adjustment is
_assumed_ to be applying a sideways Thrust vector movement in that Game
Turn." Now it does not say that one cannot aplly thrust vectors to both sides,
just that it is assumed that is all to one side.
To further muddy the waters, it seems I remeber reading that when making a
couse adjustment that was to both sides that the side that had the highest
adjustment had to be applied first then the lower one next. That doesn't
make alot of sense to me - well actually it does on the surface but when
you are dealing with a ship that has a thrust of 6 (only allowable 3 course
adjustments).
I don't know. I can't remember where I saw it and can't find it in the
Full Thrust book now, so maybe I imagined it - yeah . . . sure . . .
right!
> For a vector movement system, check out the Fleet Book that should be
Hey where can these be found? I want one!:)
)_KriTTeR_(
o Nickname----------o Cute Message----------o E-Mail-----------------o
agoodall@sympatico.ca on 10/01/97 10:00:31 PM
Status: RO
Please respond to FTGZG-L@bolton.ac.uk
To: FTGZG-L@bolton.ac.uk
cc: (bcc: Doug Evans/CSN/UNEBR)
Subject: Re: Newbie Ship Question
> On Thu, 2 Oct 1997 11:33:47 +0000, campbelr@pop3.kunsan.af.mil wrote:
***SNIP OF STUFF***
-For a vector movement system, check out the Fleet Book that should be
-released some time in the new year. The beta of the vector rules were
-posted here a while ago, so I'm sure someone could send them to you.
As this was probably sent out while I was on hiatus from this list, I should
like to request someone send me a copy, also.
->3: If you have an odd number foor a turn, say 3, can you take the 2
->point at either time of the move? (mid or end?)
-I'm not sure if this is an official rule, but we (that is my players,
-plus everyone I met at GenCon) does half the turn, rounded down, at
-the beginning of the move and half the turn, rounded up, at the
-halfway point in the move.
Oh, Allan, after I told the world(at least those on rec.games.miniatures.
misc) how you are SUCH an expert on FTII! ;->=
Page 6, second col: If the total Course change is an ODD number, then
round DOWN the initial part of the change and round UP the mid-move
part. If you take any turns at the end of the move, it's a house rule.
What isn't clear is how you divide the distance. Both examples in the book are
even numbered velocity. I assume that you'd split an odd distance evenly, (
;->= )
V15: turn, move 7.5", turn, move 7.5", but it's not stated, and the way things
work in FTII, simple, integer, it caused me a little pause.
->Also, someone posted a variant of the FT/ST Disruptor batteries and
->I lost the post, does anyone have it?
-Not me, sorry.
Isn't this on Mr.Siefert's(sp?) Unofficial Full Thrust web site? Don't have
the URL handy, but it was mentioned, I believe, in a post not that long ago.
It IS a damn fine piece of work; so much so, I sent him a free pack of
hard-to-
find Ogre GEV's just in thanks.
Speaking of gifting Ogre lead, I had a lovely Mk V to send to someone on this
list, not quite free as I 'has some strings attached', but lost the address.
Anybody here know of what I speak?
Status: RO
> Strictly speaking, no. Your entire turn must be to port or to
In the strict FT rules you either turn one way or the other. However, I always
liked the idea of being able to 'sideslip', and allow it as a house rule in
all games I have run (RL & PBeM). It hasn't ever unbalanced the game any that
I have seen.
Mk
Speaking of,.... (BTW Hi, Don and welcome:) Status: RO
a few questions that I was recently asked, (I've read the rules and moved a
few ships, but have not actually PLAYED the game till recently)
1: When does acceleration take effect, the begining of the turn or the
begining of the following turn?
2: Is it legal to, say, make a 2 point turn to port at the mid point, followed
by a 1 point turn back to starboard at the end move? (My answer is yes, but I
was asked to ask)
3: If you have an odd number foor a turn, say 3, can you take the 2 point at
either time of the move? (mid or end?)
Also, someone posted a variant of the FT/ST Disruptor batteries and
I lost the post, does anyone have it?
Randy "Creative Financing is the key to any venture. Right John?" R. Hood
(Ret.)
> kritter@sbt.net writes:
@:) It sems that I read in Full Thrust somewhere that you could @:) perform a
slip by apply a movement order something like 1P1S. Now @:) I do not remember
where I saw it, but I do remember reading it. @:) It could have been in
another game book entirely.
I think it must have been. I've pored over the two manuals pretty Status: RO
closely and never heard of anything like that.
@:) Now it does state under MAKING COURSE CHANGES:, 1st paragraph,
@:) Full Thrust pg.6, "A ship making a course adjustment is _assumed_
@:) to be applying a sideways Thrust vector movement in that Game @:) Turn."
Now it does not say that one cannot aplly thrust vectors @:) to both sides,
just that it is assumed that is all to one side.
True, however, that same paragraph implies that the two-part turn is
actually just a discrete approximation of the continuous turn that a real ship
would make. One could take the view that ships don't have enough thrust to
change their direction twice in one turn, and that a sideslip would actually
entail changing direction twice, while a normal turn would only require
changing direction once.
I still like sideslips, though, and they are a house rule in all of my group's
games.
> On Wed, 1 Oct 1997, )_KriTTeR_( wrote:
Status: RO
> 1) Where can I find some more scenarios? I am very new to tabletop
When I play Full Thrust, the scenarios usually end up being fairly loosely
defined. For example, we will agree to something like, "each side has 1000
points," or "lets try the planetary orbit rules -- the north end of the
table is the planet."
> kritter@sbt.net writes:
@:) 3) Is there a decent Win3.x or Win95 based ship generator
@:) available other than the DOS based one or the Excel-based
@:) spreadsheets? I sure hope, because my preliminary assessment is @:) that
it will take me over a month to make one using either Visual @:) Basic 5
(enterprise edition) or this other program I am looking @:) into, but who's
title escapes me. My take is to not reinvent the @:) wheel if it has already
been done or is in the process.
Reinventing the wheel is certainly not worth it, but actually an FT Status: RO
ship constructor is a pretty trivial piece of work. Mine may have
taken me as much as a week, working in off-hours at work. Of course I
write Java programs for a living so maybe that gives me an advantage, but
basically I think it's a fairly simple task. As far as the
spreadsheet-based programs are concerned, that's how I wrote my first
ship construction program and it only took me a few hours to put together.
Although you have already been directed to the unofficial FT web page, I feel
a moral responsibility to point you to my Java Full Thrust Space Dock at
Status: RO
It's probably in the advanced rules section of FT or more likely, in More
Thrust.
> ----------
Status: RO
Thanks folks! As I said, I read it and tried to figure things on
my own, but.....
As for the side slip, I defintly think we'll keep it as we are playing a "Star
Trek" set of games. (Ok so all I brought were the Micro Machines!) and it
fit's the flavor more. Not sure how I came up
with the mid-piont and end point move. It's right there in the book,
how it's suposed to go. As a side note, if you've not tried it, try having the
velocity change kick in the begining of the NEXT turn. It's fun, but
frustrating.... And lastly, I have the ST rules, (both sets) from the
unofficil page, there was another disruptor type mentioned. I've the damage
someplace but I forgot to get the cost/mass.
Again thanks.
Randy "Creative Financing is the key to any venture. Right John?" R. Hood
(Ret.)
> Gilles Haun writes:
@:) >
@:) >@:) It sems that I read in Full Thrust somewhere that you could @:) >@:)
perform a slip by apply a movement order something like 1P1S. @:) >@:) Now I
do not remember where I saw it, but I do remember @:) >@:) reading it. It
could have been in another game book
@:) >@:) entirely.
@:) >
@:) > I think it must have been. I've pored over the two manuals @:) >pretty
closely and never heard of anything like that.
@:)
@:) It's probably in the advanced rules section of FT or more likely, @:) in
More Thrust.
> :(
Actually it is not.
Status: RO
On Wed, 01 Oct 1997 23:13:20 -0500, ")_KriTTeR_(" <kritter@sbt.net>
wrote:
Status: RO
> For a vector movement system, check out the Fleet Book that should be
Well, you could wait for the Fleet Book. :-) I had it in my old
e-mail package, but I haven't carried it over to this package. Maybe
someone else could repost it.
On Thu, 02 Oct 1997 00:41:40 -0500 (EST), "If a stealth bomber crashes
> in a forest, will it make a sound?" <KOCHTE@stsci.edu> wrote:
> ENEMY WANTED: Mature, lone, North American superpower seeks hostile
nation
> for arms racing, third world conflicts, threat inflation,
Mark, love the sig! A bit on the long side, but love it anyway!