GZG List archives -- January 2006

Number 115 of 673 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

Re: [GZG] Re: Jon's question on rotate/thrust/rotate



David Billinghurst wrote:

The problem in Human/alien fights is not the rotating thing, but how the
opposing drive systems handle rapid changes in direction.

But it isn't really a "human vs alien" problem. It is a problem with the balance between weapon fire arcs and engine power; it only becomes a "human/alien" problem if you use the "official" Fleet Book fleets because the FB2 Kra'Vak are so heavily geared towards narrow fire arcs and powerful engines while just about all of the other Fleet Book fleets use weaker engines and wider fire arcs.


The rotating thing is what determines how easy it is to keep the enemy in your preferred fire arc, and as such it is *hugely* important for the balance between weapon arcs and engine power. If a single thrust point can only rotate your ship a little bit (eg. in Cinematic as long as the ships keep moving, or EFSB Vector), it is valuable to have powerful engines or wide fire arcs because both of those options increase your ability to keep the enemy in your fire arcs. If OTOH a single thrust point is sufficient to turn the ship to any direction (Cinematic if the ship has speed zero, FB1/FB2 Vector), then a single-arc weapon becomes very nearly as effective as the much more expensive all-arc version of the same weapon and powerful engines are only marginally more useful than weak ones.

Note that this is true in both Cinematic and Vector. For example, the main advantage of Advanced engines in Cinematic is not that they allow the ships to change direction of *movement* easily, but that they allow the ships to easily change the direction their *weapons* are pointing. It is also the reason why the "sit-and-spin" manoeuver (where the ship comes to a full stop so it can rotate to any facing for a single thrust point) is so common in Cinematic gaming groups. Of course, in Cinematic the ship's facing happens to be identical to its direction of movement which makes it harder to tell these two different effects apart - but that doesn't change the fact that we are looking at two different effects.

This - the weapon arc vs engine power balance in Vector - is the main issue the limited-rotation Vector proposal is intended to solve.

The ability to change speed and direction of movement is also somewhat important since it determines the ship's ability to control/influence the range to its targets - but a low-thrust ship can carry enough long-range weapons that they don't need to worry very much about controlling the range - if the enemy wants to fight, he'll pretty much have to get into the low-thrust/long-range ship's weapon range anyway. As long as the low-thrust ship can keep its weapons pointing towards its faster opponent, it'll most likely outgun him regardless of the range. (Yes, of course there are exceptions to this - thrust-8 ships with B5s or larger beams, for example - but they aren't very common.)

Regards,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

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




  • Prev by Date: Re: [GZG] Installing Shiptool on a Mac.
  • Next by Date: Re: [GZG] [OFFICIAL] Question to you all.....

  • Previous by thread: [GZG] Re: Jon's question on rotate/thrust/rotate
  • Next by thread: Re: [GZG] Re: Jon's question on rotate/thrust/rotate

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

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