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[GZG] FT Vector: Alternative Fire Resolution Distance

From: Tom B <kaladorn@g...>
Date: Wed, 13 Jan 2010 16:44:12 -0500
Subject: [GZG] FT Vector: Alternative Fire Resolution Distance

For your consideration/comment, as I am particularly looking for
problems it may introduce or aspects completely overlooked....

Note: Vector only.

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Full thrust turns can easily be imagined to be 15-20 minutes long with
distances covered in the hundreds, thousands or possibly tens of
thousands of kilometers and engagement ranges from several hundred kms
out to several hundred thousand kms. Space is big and in order to hit
things, with enemies manouvering at long distances and ships firing at
'enemy location probability envelopes', weapons throw out a lot of
rounds/shots/pulses in one game turn. The damage accrued in the game
is the result of the sustained fire over a round rather than the
instantaneous result of a single shot at a particular point.

In order to adjudicate the result of fire, a modification to the
existing rules is applied when determining range between ships. While
moving both the firing and target vessels and establishing their new
vector. establish the midpoint of the movement by measuring back
halfway along the vector between their start and end point for the
round. Fire is considered to occur at a range that is the distance
between the midpoint marker for the firing and target vessels. Some of
the fire will have occured further away than this point, some closer,
but the average will be somewhere in the middle.

This also reflects the application of thrust over the entire turn by
the ship rather than it drifting most of the turn and applying all of
its thrust at the end of the turn from the endpoint of the drift
vector.
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Comments? Reasons this won't work or is a bad idea? Non-obvious
implications or rules interactions?
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