Prev: [CON] ECC VII - Call for Events Next: Re: 25mm alien combat armor

RE: Vector Movement

From: "Matt Tope" <mptope@o...>
Date: Tue, 2 Sep 2003 11:37:02 +0100
Subject: RE: Vector Movement

Sorry, should have been more clear, I was refering to the
rotate-burn-rotate-fire. Thats to say that for standard drive ships only
allow them 1 rotate per turn. This then provides a reason for 3 arc
weapons.
Advanced drive ships still get to do their normal fancy stuff and thus
their
engines are worth the additional cost. Just a thought to keep the
flavour of
the different drives in vector without resorting to a bucketful of
mathematics ;-)

Regards,

Matt Tope
  -----Original Message-----
  From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of Jared Hilal
  Sent: 01 September 2003 20:15
  To: gzg-l@csua.berkeley.edu
  Subject: Re: Vector Movement

  Matt Tope wrote:

At the risk of getting my head bitten off, here is a possible solution
tothe
vector-turn-burn-fire problem (as in some players do not consider it
a"realistic" portryal of vessel movement and firing),Why not limit
non-advanced drive ships to one rotation burn per move, andleave
advanced
drive ships as they are. That way A-drive ships can
stillrotate-burn-rotate
to bring single are k-guns into play (which may lookstrange but then
again
the drives are advanced!), whilst the standard driveships can only
rotate
once which means they may not be able to bear directlyupon their targets
at
turns end, thus they still have a reason to usemulti-arc weaponry.
  No decapitation, but...

  1) At the risk of picking nits; the problem is not rotate-burn-fire,
but
rather rotate-burn-ROTATE-fire.

  2) Advanced Grav Drive ships do not have this problem in the RAW. 
Since
they can thrust in ANY direction as is, they do not need to perform a
second
rotation to keep the target in their sights.

  So, for example, a T4 KV ship is on course of 12 and facing 9.  Its
target
is at the same speed, but the player suspects that the target will
accelerate, so the KV thrusts 4 in direction 12 (MD4/12) to keep pace. 
A T4
human ship in this situation could, under the current RAW, rotate to
heading
12, burn MD, then rotate back to facing 9 (R12, MD2, R9).  Or, using a
loophole, simply thruster push with the port thrusters (PS2).  Note that
the
two options for the human ship result in exactly the same change in
vector.

  This does bring to mind a question, however:

  Can a KV (or other AGD ship) thrust in a direction other than one of
the
12 standard course directions?	E.g. at 45 degrees instead of 30 or 60
(direction 1:30 or 1.5).  If not, then can an AGD ship thrust in two
directions in the same game turn?  E.g. "MD2/9, MD2/12".

  J

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