Vector movement (cap ships)

2 posts ยท Mar 19 1997 to Mar 19 1997

From: Paul Calvi <tanker@r...>

Date: Tue, 18 Mar 1997 23:12:18 -0500

Subject: RE: Vector movement (cap ships)

<<<I'm not sure that's a good idea. The FT system is easier but not
necessarily more flexible. I think free spinning dreadnoughts need to be
examined thoroughly.

Heavier ships already hold the edge in weapon range. If they can spin around
as nimbly as lighter vessels, it's going to be very difficult to exploit the
blind rear arc. >>>

Heavier ships don't have to spin as nimbly as smaller ships (and probably
shouldn't). Also, their lower thrust ratings make them less maneuverable by
default.

While the blind rear arc does add a bit more maneuver to the game it really is
a bit silly for a space game. Modern ships don't have a blind spot. They have
areas where certain weapon platforms are masked but no real blindspot (except
against subs in some cases). With seeker weapons I can't imagine there ever
being blind spots in the future. What I'd
like to see in FT is more heavy-hitting, lighter, seeking-weapons that
could be carried by fighters and escort class ships. The advantage BBs have
today is only that they can take a few more hits than lighter vessels and
carry a bit more weapon systems. A BB's 18" guns may be larger and longer
ranged but a Harpoon is a Harpoon whether it is fired from a PT boat or a BB.
Add in the fact that the BB represents "more eggs in one basket", has lower
maneuverability, has high crew requirements, and it is obvious why there are
few around today.

I'd like to see FT shift the balance away from Cap ships a bit more.

Paul

----------
From:   Mikko Kurki-Suonio[SMTP:maxxon@swob.dna.fi]
Sent:	Tuesday, March 18, 1997 12:56 PM
To:     FTGZG-L@bolton.ac.uk
Subject:	Re: Vector movement

> On Mon, 17 Mar 1997, Ground Zero Games wrote:

> First off, we've done several sessions of testing on the "true vector"

I checked it out and it looks nice enough.

> thing is that you DON'T need to do any calculations at all (unless you
you
> also don't need to measure angles at all.

I mean no disrespect, but I feel I'm repeating myself here:

To find out where you end up when you turn X and thrust Y, you don't need
calculation, tables or measure angles. It's the other way around: To end up
where you want to be, you need to calculate and measure angles.

Example:

You're moving at velocity 10" straight "north". If you do nothing, you end up
10" north of where you are. But you don't want to be there. Let's say there's
an asteroid right there. You want to be at a point 1" further north and 1" due
east. How much thrust to apply in which direction?

Easy (this was meant to be a simple example): Turn 45 degrees due east and
thrust sqrt(2)".

Now tell me how you can get there *without* measuring (or calculating) the
angle (45 degrees) and without calculating the square root of 2?

> I'm sure the guys at Wireframe/Chamaeleon won't object to me telling
drives.

I'm not sure that's a good idea. The FT system is easier but not necessarily
more flexible. I think free spinning dreadnoughts need to be examined
thoroughly.

Heavier ships already hold the edge in weapon range. If they can spin around
as nimbly as lighter vessels, it's going to be very difficult to exploit the
blind rear arc.

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

Date: Wed, 19 Mar 1997 04:36:49 -0500

Subject: RE: Vector movement (cap ships)

> On Tue, 18 Mar 1997, Paul Calvi wrote:

> Heavier ships don't have to spin as nimbly as smaller ships (and

I based my comment on the optional Real Thrust rules I found on the net, and
they allow free spinning *regardless* of thrust rating. Since
I've seen another version which limits spinning -- much better IMHO.

> While the blind rear arc does add a bit more maneuver to the game it

I like FT partly because it does not allow "retrograde" and other
possibly realistic but IMHO "no-brain" tactics.

> I'd like to see FT shift the balance away from Cap ships a bit more.

Being a battleship man, I can't agree -- but that's personal preference.