Spinning in place...

4 posts ยท Jul 2 1997 to Jul 7 1997

From: Peggy & Jeff Shoffner <pshoffner@e...>

Date: Wed, 2 Jul 1997 01:33:57 -0400

Subject: Re: Spinning in place...

> Robbie Matthews wrote:
This
> turn is done AFTER the other ships have moved.

We usually say the latter. Our thinking is Turn One, the ship is using reverse
thrust to basically "stop" and cannot have the power to spin at the
same time.   What I want to know is how can a ship be able to spin to
any heading while at a dead stop, but can't make the same turn while moving?
 Or
what I mean to say is, if a SD can only make a point compass point turn while
its moving, it should only make a one compass turn while stopped. Heck, I'd
even be generous and allow a two point turn while stopped; allow its full
engine rating. But a full 180 degree spin? I don't think so.....

From: robbie@n... (Robbie Matthews)

Date: Sat, 5 Jul 1997 10:32:16 -0400

Subject: Spinning in place...

Quick question:

How exactly does the zero-speed turn option work?

The group I play with has this rule:

If your ship decelerates to 0, it may turn in any direction it wishes. This
turn is done AFTER the other ships have moved.

Ie: Turn 1 - Speed 4| -4| Spin
    Turn 2 - Accelerate

This is actually quite handy, but I'm not sure that it is particularly gospel.
Another interpretation could be:

You must be AT speed 0 at the start of the turn to spin, thus:

Turn 1 - Speed 4 | -4
Turn 2 - Spin
Turn 3 - Accelerate

Any comments?

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Mon, 7 Jul 1997 02:03:06 -0400

Subject: Re: Spinning in place...

> On Sun, 6 Jul 1997, Robbie Matthews wrote:

> How exactly does the zero-speed turn option work?

> You must be AT speed 0 at the start of the turn to spin, thus:

We've used this last option, but I think it's STILL too powerful (in an
environment that has fighters capable of engaging missiles and
lacks nova/wave stuff).

It's just too easy for overweight dreadnoughts to slow down to zero, spin to
engage and pick off smaller opponents through their gunnery supremacy.

I've actually seen tactics like placing two BBs back-to-back and
spinning to cover all arcs in anticipation of incoming cloakers. It was just
plain murder watching one guy try his best and still be outdone by a
zero-thought move.

SO, I changed it to: "Starting your turn at 0 velocity, you may use ALL your
thrust for turning." Which doesn't help the KV one little bit, but they don't
really need it either...

From: Mike Miserendino <phddms1@c...>

Date: Mon, 7 Jul 1997 17:19:24 -0400

Subject: Re: Spinning in place...

> Robbie Matthews wrote:
This
> turn is done AFTER the other ships have moved.

The latter is the way we use the rule, since the ship used its engines in the
current turn to decelerate, thus limiting its turn capacity. Also, all ship
movement is plotted, so we represent the new facing of a ship by writing down
the order to turn as normal. (i.e. indicate the chosen number of units to
turn(up to 6 port or starboard)