RE: Fighter movement
From: SimonC@d... (Simon Campbell-Smith)
Date: Tue, 17 Sep 1996 01:20:22 -0400
Subject: RE: Fighter movement
Hi sam.
One thought is to treat squadrons the same as ships. No need to pre plot
each turn just record there previous turns speed. Fighters can
accelerate
by up to 12" a turn. The problem comes with dogfighting. You can say
only
dogfight if the difference in speed between the 2 sqns is less than 12".
We could maybe playtest this one Friday.
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From: FTGZG-L[SMTP:FTGZG-L@bolton.ac.uk]
Sent: 17 September 1996 08:49
To: FTGZG-L
Cc: A.Delafield
Subject: RE: Fighter movement
Date sent: 17-SEP-1996 08:41:30
>Has anyone else found the rules on fighter movement rather silly?
>I know they're as they are to keep things simple, but limiting
>fighters to a move of 12" (no continuous acceleration) means they're
>often left behind if you want to make even a moderately quick strike
>by your larger ships.
>So, has anyone used any continuous acceleration rules for fighters?
>If so, how did they play? The obvious change of giving fighters an
>acceleration of 12", and keeping track of their current velocity,
>removes the simplicity, and I'm interested in seeing any 'nicer'
>ways of doing it.
>--
>Be seeing you,
>Sam.
Drift counters work well. (Each turn place a drift counter where
the fighter group WAS. The line between the counter and the
current location is the current vector. Works best when using
'Realistic Movement in Full Thrust') But in general, on most
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