GZG List archives -- January 2006
Re: [GZG] [OFFICIAL] Question to you all.....
David Stokes wrote:
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?
Using proposal "3)" and equipping your small ships with higher Thrust
Ratings than your large ships will do the trick nicely :-/
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.
But how do you define "capital ships", "cruisers" and "escorts"?
If an "escort" is defined as no larger than Mass X, a cruiser is anything
between Mass X+1 and Mass Y, and a capital ship anything of Mass Y+1 or
larger, then a Mass increase of just one single point will suddenly make
the ship *much* clumsier... with the result that no-one ever builds ships
of Mass X+1 or Y+1, while ships of Mass X or Y become extremely common.
(FWIW this is exactly why the Fleet Book design system abolished the FT2
"capital/cruiser/escort" class system.)
BTW, why should a superdreadnought with Main Drive 6 be any clumsier than a
corvette with Main Drive 2?
Regards,
Oerjan
oerjan.ariander@xxxxxxxxx
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry
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