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Re: More Re: [GZG] [OFFICIAL] Question to you all.....

From: Indy <indy.kochte@g...>
Date: Wed, 4 Jan 2006 10:40:15 -0500
Subject: Re: More Re: [GZG] [OFFICIAL] Question to you all.....

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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 1/4/06, Ground
Zero Games <jon@gzg.com> wrote:
>
> Laserlight wrote:
>
> >  > 1) The system as it currently stands (FT/FB1/FB2 standard): ie, 1
> >>  thrust point will rotate any ship to any heading in vector
movement.
> >
> >>  d) I've actually played this (with XXXX fleet(s) - please specify)
> >>  and dislike it.
> >[...]
> >c) it makes some cheesy maneuvers possible.	Let's say you have a MD4
> >ship pursuing a MD6 ship in direction 12. Your opponent can start out
> >facing you, Rotate to 12, Thrust by 4, then Rotate to 6. He spends
5/6
> >of his turn facing away from you, but still gets the benefit of
> >shooting at you with his F arc.
>
>
> Further to original question posed, and prompted by Laserlight's
> comments above, a fourth option:
>
> 4) Modified FB1/FB2 standard - 1 thrust point rotates to any heading,
> BUT only ONE rotation maneuver allowed per turn... in other words you
> can rotate for maneuver purposes and then thrust, OR thrust and then
> rotate to fire, but NOT rotate/thrust/rotate.....
>
> Opinions?

Rotate/thrust/rotate is fine. I don't see it as being "cheesy", but that
is
open to interpretation. What LL postulates as "cheesy" here is really an
artifact (or feature) of the game system that is FT. If it were SFB,
sure,
you could fire at the accelerating-away ship while its back was turned
before it could turn about once again. But that's due to the impulse
chart
system (integrated move/fire), and  just doesn't work in the
move-then-fire
system of FT. Given that, why hamper things more?

Mk


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