Re: Real Thrust Discussion
From: Robert Hendricks <RHENDRICKS@n...>
Date: Mon, 24 Mar 1997 13:34:26 -0500
Subject: Re: Real Thrust Discussion
Robert C. Hendricks
rhendricks@novell.com
>>> <dgundberg@SMTPGate.bcbsnd.com> 03/21/97 03:03PM >>>
Daryl wrote:
> I'd really be interested in seeing how "Real Thrust" missiles work.
> You could give them a thrust of 12-18 but only allow up to two
> points of "rotation thrust" (through whatever mechanism you're
> using).
>This got me thinking of having a pool of trust points a missile can
use.
>It would take some more paperwork than before but the missiles could
>be played as high
speed short range or slower speed long range, as they >are in the Honor
Harrington
universe.
>For example off the top of my head, each missile has a pool of 30
thrust
>points it can use in its lifetime. Each turn at least 5 but up to 15
>points can be used for acceleration and up to 2 points used for
>maneuvering. Thus the missile can increase speed up to 30 in 2 turns
>and then it will
not be able to maneuver and will soon zoom off of the play
>area. Or it could use only 5 points for acceleration each turn and
will
>still be able to maneuver at the target 5 turns later.
I think this is an excellent idea and plan to play test it as soon as
possible.
>Some type of sliding scale could be used so slow acceleration uses
>fewer thrust points
per point of acceleration than fast acceleration.
>This would slow things down if numerous missiles are in use but I
think it
>is an interesting variant in a "Real Thrust" universe.
>Dean Gundberg
>dgundberg@bcbsnd.com