By the way -- when designing ships for this, rather than "1 maneuver
gives you unlimited turn", let's do "1 maneuver thrust gives you a 60 degree
turn". Gives some incentive for either higher thrust or multi-arc
weapons. OTOH the Roll maneuver will be legal, and I don't mind if people have
single-side weapons (eg a 2-arc B3 covering FP and AP, with no
corresponding ASS/FS).
I prefer the PP:F way of having a difference between the main drive and
maneuvering thrusters.
> On Monday 07 February 2005 01:10 pm, laserlight@quixnet.net wrote:
From: "Flak Magnet (Tim)"
> I prefer the PP:F way of having a difference between the main drive
Er? PPF doesn't have a difference--you have thrust points, and can
use them to turn or to accelerate. You have a Turn Capacity, which is how many
Thrust you can spend on turning...although since one thrust buys you a turn of
any amount of arc, it's not exactly a major limitation.
?? I guess I either read them wrong or I'm just mis-remembering them.
As I've read the rules through just once, and played only a couple of games,
I'll humbly accept your correction.
Thanks...
> On Monday 07 February 2005 06:58 pm, Laserlight wrote:
> ?? I guess I either read them wrong or I'm just mis-remembering them.
As I've read the rules through just once
See PP:F pages 13 and 14.
If you can figure out a way to decouple Thrust and Turn ability, though, I'm
all for it. I'd like to be able to have small ships which are nimble even
though they don't have a high thrust; and express liners which are fast but
can't dodge. The liner is easy, just give it a Turn Capacity
1;
the small ship is the sticking point.
> If you can figure out a way to decouple Thrust and Turn ability,
16oz of caffeine later...how about if a ship can buy "maneuverability" to
increase M, such that 1 point of thrust causes M x 30 degrees of turn?
How about:
Maneuverability ratings something like
Level 1 = 1/4 of thrust cost X
Level 2 = 1/2 of thrust cost Y
Level 3 = 3/4 of thrust cost Z
Or just buy maneuverability points as per thrust at the minute, this would
mean a major change to ship design and costing though and I'm not sure it
would really make that much difference other than to close the gap between
normal and adv engines. Thinking of that how would you deal with advanced
engines? Let level 1 to 3 give twice the m pts than normal engines?
Musing only as Im happy enough with vector as is.
Paul
> -----Original Message-----
> --- "laserlight@quixnet.net" <laserlight@quixnet.net> wrote:
> By the way -- when designing ships for this, rather than "1 maneuver
If you want to pay for rotations incrementally, then maneuver thrust should be
seperated from MD thrust in the design stage.
Another option is to retrict each ship to 1 unlimited rotation each turn.
Eg: "Half of a ship's thrust is available for maneuverering each turn. Each
ship may perform no more than one of each type of maneuver each turn. Each
Maneuver uses 1 point of thrust. Maneuvers available are:
*Push - Thrusters push ship laterally 1 MU (P or S).
*Rotate - Ship may rotate about its vertical axis (yaw) to face any
course direcion.
*Roll - Ship rotates 180 degrees about its longitudinal axis (roll) so
that P weapons face S and vice-versa.
*Flip - Ship rotates 180 degrees about its lateral axis (pitch) so that
it is facing in the opposite direction and is inverted as for a Roll. Note
that while the weapon arcs are as above for an inverted ship, the ship has
also reversed its facing so that broadside weapons are covering the same areas
of the game area as before the Flip maneuver."
Personally, I do not like the FT Push maneuver as it implies a lot of power in
the maneuvering thrusters, but I left it in the list for those who do like it.
While I understand the PSB argument for it based on MD thrust being about 1g
per point, it fails for settings with high total MD capablities, such as 10's
or 100's of gees. For such settings,
Pushes of 1/4"-1/8" or 1-2mm (depending on MU scale) would be better.
J