Prev: RE: FB2... hmmmm... Next: Re: thrust-1 zigzag

Re: thrust-1 zigzag

From: "Brian Thompson" <brianthompson17@h...>
Date: Mon, 12 Jun 2000 13:19:27 EST
Subject: Re: thrust-1 zigzag



>From: "Peter C" <petrov_101@hotmail.com>
>Reply-To: gzg-l@CSUA.Berkeley.EDU
>To: gzg-l@CSUA.Berkeley.EDU
>Subject: Re: thrust-1 zigzag
>Date: Sun, 11 Jun 2000 04:41:03 GMT
>
>>From: stiltman@teleport.com
>>
>>Have you played with nova cannons much?  You _are_ aware that they
take
>>three
>>turns to hit anything at maximum range, right?  In three turns,
_anything_
>>can get out of the way if it's not completely parked.  And since you
can't
>>fire the things against even the most unmaneuverable zigzagging
enemies
>>more
>>often than every two turns or so (i.e. you have to take one turn to
adjust
>>and then a second to fire unless your enemy goes in a straight line)
it
>>really
>>doesn't take much to keep out of the thing's way.
>>
>
>Our group views Nova Cannons as "Siege" weapons.  Good in campaigns
>involving outposts and such that can't move.  You are correct in
pointing
>out that hitting moving targets with Nova Cannons can be difficult.

Assuming a thrust 1 ship uses both its main drive and its push, it still

only has a maximum acceleration of just over four inches over three 
turns(with vector movement).  If you plot its course over the next three

turns and aim your nova cannon at where he will be then, your enemy will
be 
hard pressed to evade, and he won't be able to turn.
If you use the new vector thrust rules in FB2, then he can only
accelerate 
by 3 inches.

Brian
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