GZG List archives -- January 2006

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



Quoting Brian B:
What about a different point system for each movement system,
specifically targeting the value of multi-arc weapons systems, which
seem far less worthwhile in Vector (or at least Vector as the rules
now stand)?

It could be done but that is only half the battle. Cinematic designs will still
be sub-par in vector games. They will have a lower point cost and playing them
in vector might be more balanced, but people would still want their own vector
versions of these ships so we are back to 2 sets of designs, one for each
movement system. Do we want to have 2 versions of the fleet books?


I would like to find a way that one design would work for both movement systems,
and that is where the 1 thrust = 60 degrees rotation proposal came from but
there are players out there who don't like that limit.


Besides getting people used to unlimited rotations to try 1 thrust = 60 degrees
of rotation and give some AARs, I would like to see some stats on some vector
games on the actual rotation used. What is the average amount a ship rotates
when ordered to do so? What are the maximum, minimum, and mean rotations used
in a game? How does this all relate to the thrust of the ship? How much
thrust is left unused when doing rotations? How do rotations for manuvering
with no intent to fire vary from rotations when the ship fires that turn?


This proposal would definately effect ships with low thrust values more that it
would effect ships with high thrust values. So with current unlimited
rotations, is Thrust 6 worth the 20% mass it costs over Thrust 2? Or are ships
with T2 underpriced as they can about double their weapons load while still
keeping their primary target in their main arc most of the time.



Dean Gundberg

Starship Combat News
The latest information on Space Games and Miniatures
http://www.star-ranger.com
dean@xxxxxxxxxxxxxxx

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