RE: FT3?
From: jjm@z... (johnjmedway)
Date: Tue, 24 Sep 1996 12:04:31 -0400
Subject: RE: FT3?
>> From: tsmccart@ewd.dreo.dnd.ca
>> Subject: RE: FT3?
>> Date: Tue, 24 Sep 96 08:31:10 EDT
>>
>> Of course, the biggest thing in any Full Thrust game is your ships'
velocity
>> relative to fighters and missiles. If your capital ships can safely
go faster
>> than the fighters and missiles, and you use the optional rule where
fighters
>> move after orders and before ships move, then a one-point turn can
fool the
>> fighters and make them nearly useless.
The Right Thing <TM> to do is to make fighters and missiles move
in a fashion similar to the rest of the ships, perhaps allowing
some small fudging at the end to keep them from getting thoroughly
screwed.
As a rough draft, I'd play fighters as having a thrust of 6 maximum,
using the nimble maneuver rules (like the kravak or whatever they're
called), and allow them a 2" or 2 clock position fudge after their
move to make dogfights and being able to get into reasonable attack
position more likely.
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