GZG List archives -- March 2007

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Re: [GZG] FT vector movement systems



Richard Bell wrote:

> I just played a short game of Attack Vector: Tactical.  At first glance, AV:T seems to be proof positive that geeks will indulge in all manner of cerebral abuse if it is labelled as a game. <

Dunno about AV:T, but my son describes the Saganami Island game, which is based on it, as something very like that...

> The movement system is vector based, straightforward, 3D, on a hex map, and actually playable. [...] Compare this to vector movement from FB1. [...] All that it would take to adapt this into an even more optional movement system for FT is a set of pivot tables for changing the facing of the ships, possibly based on a combination of thrust and mass points-- large, low thrust ships take the longest to come about and small, high thrust ships pivot fastest. But all ships should be able to swap ends in the space of a turn. <

Is that really needed in FT, given the assumed timescale -- 10-15 minutes per game-turn, isn't it? While I won't argue that the AV:T linear movement system wouldn't be an interesting addition to FT, do we need to worry about it in terms of pivoting (as distinct from turning as a function of thrusting to change the velocity vector), particularly since ships only fire once per turn and that's after movement? Unless we're going to go to an impulse-based system with multiple move-and-shoot opportunities during a game-turn, does it make sense to concern ourselves overly with ship rotation? With the FT sequence of play as it is, does it make sense to consider pivoting in any other context than i) turn to thrust; ii) turn to shoot -- in that order?

I know it's all optional, but perhaps it's getting too pedantic to worry about angular momentum in FT with the game as it is now -- and that is unlikely to alter that much in 3rd edition.

Still, from what you say, AV:T looks to be worth checking out.

Phil
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