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Re: Gaming area

From: DracSpy@a...
Date: Wed, 24 Feb 1999 17:55:35 EST
Subject: Re: Gaming area

In a message dated 99-02-24 16:52:46 EST, you write:

<< >It is probably possible to translate the Cinematic movement to a
hexmap,
 >but I'm not sure I want to try :-/
 
 That being said, see below for FT Cinematic movement on hexes.  I think
you
will
 find it a fairly close representation.
 
 _Directional Notation_
 
 To simulate 12-directional FT movement on a hexgrid A Ship may face
either a
 side or a point of the hexagon it is in. This requires an understanding
of
 Directions, Heading, and Standard vs Cross-Grain orientation.
 
 Directions
 One edge of your map is defined as direction 12. By convention,
direction 12
is
 a side, not a point, of the hexagon. Proceed clockwise around the
perimeter
of
 the hexagon, counting the first vertex as 1, the next face as 2, the
following
 vertex as 3, etc.
 
 Standard Orientation
 If the nose of a ship is facing a side of the hexagon it is in, it is
said to
be
 in Standard orientation.
 
 Cross-Grain Orientation
 If a ship is facing one of the points of the hex, it is in Cross-grain
 orientation, as the direction of its heading crosses the natural grain
of the
 hexsheet.
 
 _Performing Movement_
 
 To approximate FT Cinematic movement, a ship performs half of its Turn
(round
 down), then moves half it's current speed (also round down). The
remaining
Turn,
 followed by the Move, is made next.
 
 _Moving in Standard Orientation_
 
 A ship in standard orientation moves each hex directly ahead.
 
 _Moving in Cross-Grain Orientation_
 
 A ship moving in cross grain orientation alternates moving into the hex
forward
 and left (bearing 11), then forward and right (bearing 1), thereby
staying as
 close as possible to the centerline of the hex point it was facing when
it
began
 its move.
 
 When a ship Rotates into Cross-grain orientation, it's first hex of
movement
 will always be to the _outside_, not the inside, of the turn. This
first hex
of
 movement starts the pattern of alternation.
 
 Example:
 A ship turns from heading 12 to heading 9 (3 points to port.) It's
first hex
of
 movement will be in direction 10, as that is the 'outside' of the turn.
It
then
 moves in direction 8. It
 --------------------
 
 ?s next movement would be direction 10 again.
  >>
Not bad, I tried it with only six headings, it seemed to work just fine,
alto
it is a little disorenting at first.
-Stephen


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