Re: coupla Full Thrust questions
From: FieldScott@a...
Date: Mon, 28 Oct 1996 17:52:52 -0500
Subject: Re: coupla Full Thrust questions
Mark wrote,
> I can understand this for most miniatures systems, but for starships I
would
> think that your individual targetting computers can pretty easily
determine
> ranges to enemy ships and such (otherwise it'd be hell navigating
("Tactical,
> just how close or far *is* that asteroid, anyway??"). And if you're
doing
> genre-specific games, you should be able to measure in advance (since
they
> can always tell how far away the enemy is, anyway ;). So I would
argue
that
> you *can* pre-measure distances in FT (or any starship minis game,
for
that
> matter).
>
> My $0.02, for what it's worth
About $0.02, I'd say. ;-)
I agree with Mark. When we play ancients or fantasy miniatures, we don't
allow pre-measuring, but in sci-fi games we measure EVERYTHING.
(Remember the
motto: "Measure twice, shoot once.")
But for those who don't want to allow pre-measuring, here's a PSB
rationalization: say that your time & distance scale is REALLY huge,
with 1"
equal to a couple thousand kilometers, so that there is a slight delay
in
speed-of-light targetting systems, and ships are moving at not-quite
relativistic speeds. Thus, by the time your computer has registered the
target's location, the target has moved. This would explain why it's so
hard
to hit with speed-of-light weapons; targetting includes a certain amount
of
guesswork. Donaldson did a little with this in his "Gap" series,
although it
was portratyed as a very rare exception to the way ships normally fight.
Just another idea...
Scott Field
FASHION: Today's rage, tomorrow's chuckle. (see THE SEVENTIES)