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RE: [GZG] Nothing to do with dice (honest)

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Wed, 26 Oct 2005 09:25:09 +1000
Subject: RE: [GZG] Nothing to do with dice (honest)

For hex movement, using something like the "Maximum Tech" double blind
rules
for Battletech converts easily.

With 3MU/hex(round speed to nearest multiple), MD4 at speed 12, you
write
orders like F2P1F2P1.
The ships get slightly larger turns (still 1/2MD in turns), but you can
do
*really* fancy manoeuvers.
Say the same with advanced drives: S1F2P2F2S1+2

Brendan
'Neath Southern Skies

> -----Original Message-----
> From: gzg-l-bounces@lists.csua.berkeley.edu
> [mailto:gzg-l-bounces@lists.csua.berkeley.edu]On Behalf Of Laserlight
> Sent: Wednesday, October 26, 2005 4:34 AM
> To: gzg-l@lists.csua.berkeley.edu
> Subject: Re: [GZG] Nothing to do with dice (honest)
> 
> I've considered hexgrid for vector, hadn't thought about it for
> cinematic (and hadn't written anything up about it anyway). You'd want
> twelve-point movement--ie the ability to move along hex spines as well
> as the hex grain--and some means of resolving which hex you're in if
> there's any doubt. (which could be "slip to the outside of your turn"
> or "if you're ending on a hex spine, roll 1- to slip left, 4-6 to move
> right").
>  And you'd want to compress the scale a bit unless you have a really
> big hex map.	I'd suggest 2 or 3 mu per hex.

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