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Re: Vector movement

From: Daryl Poe <poe@h...>
Date: Tue, 18 Mar 1997 11:48:37 -0500
Subject: Re: Vector movement

Great news that the vector movement system will be in FT3!

I used the "semi-official" rules as the basis for a vector-based
game in my last battle and it was a lot of fun.  I did things a
little differently than the "semi-official" way, though, as I didn't
want to redesign the ships to have thrusters.

I'll attach the rules I used, but some of the more interesting points
in them, or that were later brought up by the players:

1) I use the main drive for both thrust and rotation.
2) I hate it when I have to ask another player a question whose answer
   should be obvious, like "how fast are you going?".  So I made a 
   bunch of counters with various speeds and an arrow printed on them.
   These serve as visual aids as well as the placeholder when executing
   movement.  [I could probably make a postscript file available if
   anyone's interested.]
3) Players have the option of rounding either up or down when computing
   their new speed, which gives them a little more control.
4) Fighters also use these rules!  They rotate for free and get thrust
   equal to their old speed.  I really like this -- it makes playing
   fighters very interesting.  (I also use the More Thrust rules of
   having them move after orders are written but before ship movement.)
5) Kra'vak ships rotate easier.
6) Some players really thought they should be able to apply "negative
   thrust" (in the opposite direction of their facing) so they don't
   have to turn around to slow down.  Others (and I) thought it was
   fun having only positive thrust.  You could accomodate both crowds
   by making it a different kind of engine system -- most of the FT
   minis look like they have centerline engines pointing out the back,
   which leads me to guess "positive thrust only"; but a configuration
   like the Star Trek enterprise might be able to turn its drive field
   around without blasting the crew out of their seats.
7) You could have other engine types also, like thrusters in the
   "semi-official" rules; rotational thrusters that can only apply
   rotation; engines or ships that get more rotation per thrust point
   expended; etc.
8) For correct physics, you'd want to handle angular momentum too.
   So, if you apply "rotation 2" one turn, you're going to do
   "rotation 2" the next turn too unless you apply "rotation -2".
   Personally I think that's too far over the playability-realism line.
   But I don't think any game has handled that correctly, and it might
   fun.  Some playtesting would tell.
9) I make missiles move at least 6" each turn so they don't "park"
   if they're disrupted by ECM.

Daryl
---------
My Alternate FT Vector rules:
Instead of movement and turning as described in the FT books, use the
following system:

Terms:
  Heading is direction the ship is moving
  Facing is the direction the ship is pointing (out the front)
  (These may or may not coincide.)

A drive system of a certain power can divide its power between providing
rotation or applying thrust.  Thus, a "5 drive" could spend two points
on thrust and three points to rotate; or 5 points rotating; or whatever,
as long as the *sum* is five or less.  Thrust is always positive and
gets applied in the direction the ship is facing.

When writing orders, it's necessary to write the number of points
rotated, the direction thereof, and the thrust applied.

A small counter with an arrow and a number is placed next to the base of
the ship.  This counter shows the ship's heading (the direction it's
currently travelling) and speed.  The counter should be placed "behind"
the base with respect to the direction of travel -- thus if travelling
in the 2:00 direction, the counter will be placed at the 8:00 position
with the arrow pointing through the center of the base toward the 2:00
position.

Execute the following steps when moving:
  1) Leaving the counter stationary, move the ship in the direction of
     its *heading* (current direction of travel, as shown by the
     counter) a number of inches equal to its current speed.
  2) Rotate the ship a number of points based on its orders.
  3) Move the ship a number of inches in the direction of its *facing*
     equal to the thrust specified in the orders.
  4) Measure the closest distance from the counter to the base of the
     ship -- that will be the ship's new speed.  Most of the time this
     distance will be in between two inch markers.  The player has the
     option of choosing whether to round up or down.  If the distance
     hits an inch marker exactly (such as a 3-4-5 right triangle), the
     player can use that inch or the one lower.  Players should not
     spend more than a second or two deciding and should not take the
     time to look around the table to see what others are doing.
  5) Take a counter corresponding to the ship's new speed.  Place the
     new counter so the arrow is touching the base and is on the line
     between the old counter and the center of the base -- corresponding
     to the ship's new heading and speed.  Pick up the old counter.

Fighters:
   Fighters also use these rules!  Consider fighters to have thrust
   equal to their maximum speed under the old rules (12, 18 for fast
   fighters) and to be able to rotate to any angle for free.  The turn
   sequence in "More Full Thrust" is recommended -- where fighters move
   after orders and missiles but before ships, and they need no orders
   themselves.

   As before, ships launching fighters or using certain heavy weapons
   can apply no thrust or rotation during the turn.  The intention to
   launch must be included in the orders.

   When launched, fighters are placed on the playing surface at the
   immediately after the carrier moves.  Fighters start with the same
   speed and heading as the carrier.  Facing depends on the carrier
   type, but unless otherwise specified will be the same as the carrier.
   (The ship sheets could designate this by pointing the "fighter
   triangle in the direction of launch.)
   On the turn of launch, they should be moved in the direction of
   facing until their base just touches the carrier's base -- they move
   no further that turn.

   When two fighter groups approach within 6" of each other, either side
   may challenge to a dogfight.  If accepted, move the bases toward each
   other until they touch.  They retain their headings and speeds,
   though.  Facing does not matter in a dogfight.  The following turn,
   if the fighter group has enough thrust to slow to speed zero, it can
   remain in the dogfight, and the fighter group remains where it is at
   speed zero.	Otherwise it is considered to have withdrawn from the
   dogfight as outlined in the rules, and it moves normally.

Special cases:
   * Ships with engines fully down may still apply one point of
     rotation.
   * Missiles continue to move under the old rules, with this adjustment
     -- they must move at least 6" each turn.
   * Kra'vak ships are highly maneuverable and can rotate up
     to two points per power spent turning.

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