maxxon@swob.dna.fi (Mikko Kurki-Suonio) writes
<< Hmmm... maybe I should write proper-physics vector movement system
for FT (starting with ditching instant acceleration and discrete time) just to
see if one of the vector system proponents would really try it. >>
Sure! I'd love to see it, and I would try it at least once. I've always loved
3D space games, though very few have ever been anywhere near playable. My 3D
Starfire has been dormant for years, with multiple revisions. Probably
will never be finished. See if you can keep PhT on a 2D plane - 3D with
minis just doesn't work. But good physics for 2D motion might be fun. I think
TNE
(Brilliant Lances/Battle Rider) came closest; you really had to work the
vectors to get a good missile shot.
But good physics for 2D motion might be fun. I think TNE
> (Brilliant Lances/Battle Rider) came closest; you really had to work
Two games I absolutely despised for their movement systems. Perhaps its my
simple nature but I never could really get into games where the movement
systems were hard to grasp unless your mathematical ability was up to scratch.
About the most complex I ever wanted to deal with was the movement system in
Leviathan. Ah well, each to their own.
Just about the best cross between proper physics and playability is to be
found in (TA DA!) the EFSB rules. It should have a bright yellow cover and be
called "Vector Addition For Dummies".
Scott B. Jaqua Systems Manager Center Line Wheels, Inc.
http://www.centerlinewheels.com
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