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RE: [FT] Fighter Screen

From: "Bell, Brian K" <Brian_Bell@d...>
Date: Mon, 17 Jul 2000 08:52:02 -0400
Subject: RE: [FT] Fighter Screen

> -----Original Message-----
> From: Charles Stanley Taylor [SMTP:charles.taylor@cableol.co.uk]
> Sent: Saturday, July 15, 2000 5:27 PM
> To:	gzg-l@CSUA.Berkeley.EDU
> Subject:	Re: [FT] Fighter Screen
> 
[snip]

> I recently had some thoughts on this - If we treat Fighters as
Thrust-12
> ships (Fast fighters as thrust 18?) - and we give a fighter 'advanced'
> manoeuverability (as Kra'Vak) 
> 
[snip]

> Of course, in Vector its a whole new situation, ignore all of the
above.
> 
> Charles
-----End Original Message--------

For vector let them alter thier current heading by 1 clock face per 2
points spent (maximum 3 clock faces). And then apply andy normal 
vector turns/thrust.

OR

A while back someone suggested having fighters maintian velocity.
Fighters could increase/decrease velocity by upto 12. However they
would still have to make turns like ships (1/2 at begining, 1/2 at
middle).
This would still work with the advanced drive rules (all MD may be
used for turns).
It also works for vector. Fighters may apply upto 12 thrust in any 
direction and then face any direction for fire (no puches).
When we playtested this, we did not have fighters write order, the
orders
were announced just prior to moving a fighter group (Thrust 7, turn 5).
It worked OK, but added a little time to the game. And it made fighters
less effective in a slow game (fighters were out of range more often).
but
more effective in a fast game on a floating table (where fighters
normally 
could not keep up with thier targets).
It also works good for PBeM games.

-----
Brian Bell
bkb@beol.net
http://members.xoom.com/rlyehable/ft/	 
-----

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