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Re: Babylon 5 Wars (LONG)

From: Alun Thomas <alun.thomas@c...>
Date: Mon, 17 Mar 1997 11:51:40 -0500
Subject: Re: Babylon 5 Wars (LONG)

maxxon @ swob.dna.fi (Mikko Kurki-Suonio) wrote:

> On Sun, 16 Mar 1997, Christopher Weuve wrote:

> > You don't need a navigational computer for Triplanetary -- you need
the 
> > ability to count and the ability to draw a (mostly) straight line.	

> Will that answer the question: "Given my initial velocity and
position,
> what's the fastest way to be at point X at full stop?" Because that's
> what players want to know, not "where do I end up if I use 3 thrust?"

Yes it will.
Try this:

[First turn]
1) Call your starting point A and your destination B
2) Plot the point at which your ship will be if you don't apply any
thrust
 call this C
3) Measure the distance (L ) from C to B and note the direction (H) from
C to B
4) Apply thrust L in direction H

[ Next turn you are at B with velocity L in direction H ]
5) Apply thrust L in the direction opposite to H

[Now you're at B with velocity 0]

Anyone care to try answering this in B5Ws ? or FT ? or SFB ? 
:-)

> > AoG said the same thing, and I will admit I don't understand why it
is more 
> > alienating to present a simple movement system that allows you to
recreate 
> > maneuvers seen in the show, than a more complicated system which
does
> > not.  

> It's the control. It's not about understanding the rules, it's about 
> being able to do what you want to do. Believe me or not, newtonian
> movement robs that control from players who don't like planning
> and calculating several turns ahead.

Wargamers who don't plan ahead ?
Do they win many games ?

Seriously though, any rules system is there (to some extent) to STOP
you doing what you want to do - ie immediatly kill the enemy with no
casualties. It's there to restrict what you can do, and to force you to
plan
ahead.

Alun.

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