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[FT] Seperating MD and Maneuvering was Re: [VV] Vector turn

From: J L Hilal <jlhilal@y...>
Date: Wed, 9 Feb 2005 14:45:46 -0800 (PST)
Subject: [FT] Seperating MD and Maneuvering was Re: [VV] Vector turn


--- "laserlight@quixnet.net" <laserlight@quixnet.net> wrote:

> 
> If you can figure out a way to decouple Thrust and Turn ability,
> though, I'm all for it.  I'd like to be able to have small ships
> which are nimble even though they don't have a high thrust; and
> express liners which are fast but can't dodge.  The liner is easy,
> just give it a Turn Capacity 1; the small ship is the sticking point.
> 

We use the following with Cinematic movement.  The basic idea can
easily be adapted to Vector.

SEMI-CINEMATIC DRIVE
This wes designed to simulate ships depicted with large main engines in
the rear which are shown to move cinmaticly, such as SW, B5 Narn and
Centuari, BSG (original), etc.	PSB is that there is a "gravitronic"
array on the front and sides of the ship's bow that allows it to
conserve its momentum when making turns, thus turning cinematicly.

Main Drive
MD thrust is bought at a rate of 5% TMF per 2 MD points and 2 PV per
MASS.  Each 2 points is represented by a standard drive-2 icon on the
SSD (so a thrust-4 ship has two MD-2 icons).  MD thrust can only be
used to accelerate the ship.  It can not be used for deceleration.

When a ship takes a threshold check, roll seperately for each MD icon. 
For each icon that fails a threshold check, roll one die.
1-3 = 1 thrust point is damaged
4-5 = 2 thrust points damaged
6 = 2 thrust points damaged and roll again for the same icon.
If an icon takes more than 2 points damaged at a given time, then for
each additional point damaged 1 point is not repairable during the
course of the game.

Maneuver Drive
Maneuvering thrust is bought at a rate of 5% TMF per Maneuver point and
2 PV per MASS.	A maneuver point can be used to make a 1-point course
change or to decelerate by 1 MU.  The system is assumed to be able to
use the entire Maneuver capability in any direction.

The Maneuver System is represented by a group of 4 symbols.  First is a
simple box containing a number (the maneuver rating), representing the
gravity/warp/whatever generator deep inside the ship.  Around the box
are three isosoles triangles pointing to the right, left, and forward,
with the base of each triangle connected to the box by a line like that
connecting a SML to its magazine.  These represent the arrays on the
surface of the ship.  

When taking Threshold checks, roll for the arrays first.  If an array
fails, then the ship's ability to maneuver is reduced.	The forward
array is required to decelerate, the left array to make starboard
turns, and the right array to make port turns.

After checking for the arrays, if none failed the check, then the main
system takes its check as if it were a Core System.  If any of the
Arrays failed their check, then then main system takes it's check as a
normal system.	If the Main Manuvering system fails its check, roll a
die.
1-3 = 1 maneuver point is damaged
4-5 = 2 maneuver points damaged
6 = 2 maneuver points damaged and roll again

This system allows ships built with the standard construction rules to
be used with no change (such as MASS or NPV) other than to the engine
icons.	It allows a wider range of damage scenarios ("main engines at
75%, Captain!"), as well as some interesting things like not being able
to turn right *cough*Bismark*cough*.

VECTOR OPTION (completely untested and off the top of my head)
Main Drive:
As above, no change.

Maneuvering Drive:
2.5% TMF per point, 2 PV per MASS.  Symbols as above except replace the
array triangles with a series of small triangles with points touching
the main system box, like lots of lttle thruster nozzles.  Total number
on each side equals   Each "nozzle" can be used only once per turn. 
For failed threshholds, roll for number of nozzles instead of knocking
out array:
1-3 = 1 nozzle is damaged
4-5 = 2 nozzles damaged
6 = 2 nozzles damaged and roll again

* Push (PP#, PS#, PA#) - Each point moves ship 1/8 MU.	Requires 1
nozzle on side of ship opposite movement per point used.

* Rotate (RP#, RS#, P+#, S+#) - 1 point can be used either to rotate
the ship 1 course facing (burn and counter-burn), impart an angular
velocity of 2 facings per turn (one longer burn), or counter an
existing AV of 2 facings per turn (longer counter-burn).  Requires 1
nozzle on opposite side of ship per point used for AV change (eg P+2
requires a nozzle on S) or 1 nozzle on each side of ship P/S per 2
facing change (eg P2 requires one nozzle each P & S).

* Roll (ROLL) - 2 points to roll ship.	requires 2 nozzles each P/S

* Flip (FLIP) - 4 points to flip ship.	requires 4 nozzles F

J

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