newbie ship question

2 posts ยท Oct 3 1997 to Oct 3 1997

From: John Leary <john_t_leary@y...>

Date: Thu, 02 Oct 1997 21:08:34 -0700

Subject: newbie ship question

Status: RO

Randy, i do not wish to claim to be an authority on FULL THRUST all I can give
is 'the way we do this is'. In the final cut your group
must decide what you think is the most reasonable/enjoyble for you.

QUESTION 1)   Logically the new acceleration would kick in on the
next turn since you spend this turn under acceleration/deceleration
to reach the new value.   The rules do indicate an 'instant' speed
change can be made.
QUESTION 2)    In my opinion, the rules do not require an 'all left'
or 'all right' plot.   The captain of the ship tells the helmsman
which way to go, not the other way round. The ability to turn both right and
left allows a ship to reach areas that it could not otherwise reach.
QUESTION 3)   The sequence of movement is: TURN, MOVE, TURN, MOVE.
All even numbered turn points occure at the start of move and all odd numbered
points occure in the middle of the move.
DISRUPTERS:    My life is already disrupted why do i need more?

From: Robert Crawford <crawford@k...>

Date: Fri, 3 Oct 1997 08:24:11 -0400 (EDT)

Subject: Re: newbie ship question

Status: RO

> QUESTION 1) Logically the new acceleration would kick in on the

I'll accept the rules as a simplification. I've played a game in which the
referee ruled acceleration took place at the end of the turn, and I found it
impossible to respond to the changing battle.
Furthermore, it's as _inaccurate_ as the official rule. A more
accurate ruling would be that 1/2 of the acceleration is added to your
vector at the start of the turn, and 1/2 at the end. But, in the
interest of simplicity and control, let's leave it like it is.