GZG List archives -- January 2006

Number 62 of 673 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

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




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.

c) I've actually played this (with XXXX fleet(s) - please specify) and like it.

I've played it as written with FB2 (NAC, NI, and FSE) and I like the system and am not eager to change it. I've not experienced anything I would consider a problem. Some designs work better than others in certain situations, but I had considered that part of the game and not a problem in the rules that needed fixing.


As I wrote last week (and helped open this can of worms) the way I had visualized the system means rotating a ship on its axis a lot easier than changing its course. Others pointed out they visualized the system differently, and since no time or distance scale is specified their ideas, which I hadn't considered, are just as valid. But I'm still using a vision where rotation should be fairly easy so I'm ok with that.




2) The system used in the EFSB (the Babylon Project FT variant), where 1 thrust point only allows rotation by 1 course point (30 degrees).


b) I haven't played this but dislike it in theory.

I haven't played this, but it sounds horribly ponderous. "Slugs in Space" as somebody said.


3) 1 thrust point allows rotation by up to 2 course points (60 degrees).

b) I haven't played this but dislike it in theory.

Kind of the same comments as for #2 but not as much.


An idea had occurred to me which I have not seen mentioned yet. I'm not convinced I think it is a good idea yet, so take it for what its worth.
One of the things mentioned in the rotation discussion was the effect of moment of inertia and big ships zipping about like fighters. But I'm used to playing with mostly small ships and so I like them able to move quickly. How to make the big ships move like big ships and yet have the small ships able to outmaneuver them?
Maybe have different rotation rates for different sized ships. As an example: taking the classes from 2nd edition, Capital ships turn 30 degrees per point, Cruisers turn 60 degrees, and Escorts turn as much as they want. Adjust these values as is appropriate, I haven't tried them. Maybe it could be based on total mass or something, since the FBs made the classes somewhat obsolete, but the basic idea is there.
I gather another perceived problem has long been that large ships have an advantage over smaller ships. This proposal would help address this problem too, since smaller ships could now outmaneuver the big ones.
Now I don't know if I really want to add extra rules to the system. As I said I am pretty happy with it as it is. But this isn't too much complication and address some perceived problems.


David Stokes
_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: Re: [GZG] [OFFICIAL] Question to you all.....
  • Next by Date: Re: [GZG] [Stargrunt]

  • Previous by thread: Re: [GZG] [OFFICIAL] Question to you all.....
  • Next by thread: Re: [GZG] [OFFICIAL] Question to you all.....

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Wed Feb 01 02:07:58 GMT 2006