Super High Velocities in Full Thrust

2 posts ยท Aug 12 1998 to Aug 12 1998

From: Phillip E. Pournelle <pepourne@n...>

Date: Wed, 12 Aug 1998 13:41:42 -0700

Subject: Super High Velocities in Full Thrust

Hello, The discussionof running up to your enemy at really high velocities and
attacking him and then continuing on your way obviously has some attraction
to min-maxi-munchkins.  However, it ignores a reasonable element that
has been discussed here before. To accelerate requires mass expended out or
the acclerators/engines.  The square law of mass will quickly eat up all
the mass of your ship. To do these maneuvers 80% of your ship would have to be
fuel, regardless of how efficient your engines are. Therefore, since we want
Full Thrust to be a fun game that does not tie your hands to logistics issues,
I think it is quite reasonable to limit ships to two turns worth of maximum
acceleration for the intial speed upon entering the board. Furthermore, ships
can be counted as holding the field of battle if their speed is below four
times their maximum acceleration at the end of the engagment. Phil P.

Gort, Klaatu barada nikto!

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 12 Aug 1998 16:28:43 -0500 (CDT)

Subject: Re: Super High Velocities in Full Thrust

> You wrote:

> your hands to logistics issues, I think it is quite reasonable to

The rule I always use for starting speeds is player may select, up to 2x the
thrust of his slowest ship. Entire fleet must start at same speed unless there
is a logical explanation for otherwise. Holding the field is not usually an
option, so I base victory on the ability of the two forces to continue a
mission. IOW, if I loose two or three destroyers, I can continue mission. If
you didn't loose any ships, but your carrier task force that took down my
three destroyers now has three fighters left out of 72, you can't continue
mission. You loose.