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Re: Vector Rules

From: John Leary <realjtl@s...>
Date: Sat, 04 Oct 1997 11:03:10 -0700
Subject: Re: Vector Rules

REF:
Status: RO

TRUE VECTOR MOVEMENT AND THE ROTATION OF STATIONARY SHIPS
     
DEAR JON T.
     HAVING ASKED FOR COMMENTS ON THE 'TRUE VECTOR MOVEMENT'
I AM RESPONDING.  (SOMEWHAT LATE, BUT RESPONDING)
OVERALL THE RULES MAKE SENSE, AND CAN BE PLAYED WITHOUT ANY
GREAT ADJUSTMENT.   
     THE ONE THING I NOTICED WHILE READING THE RULES:
THE 'TRUE VECTOR' CONCEPT DOES NOT FOLLOW THRU FOR THE 'ROTATION
OF STATIONARY UNITS' AND THE 'SIDE SLIP' CONCEPTS.
     TO ROTATE A STATIONARY SHIP 180 DEGREES WOULD REQUIRE A SHIP
OF THRUST VALUE 24;  6 POINTS OF THRUSTER TO TURN,  6 POINTS OF 
THRUSTER TO STOP THE TURN.   (THE SHIP COULD BE THRUST 12 IF A 
STATIONARY SHIP WERE ALLOWED TO ALL OF ITS THRUST FOR ROTATION)
     THE SAME PROBLEM SHOWS UP IN THE 'SIDE SLIP' MOVEMENT.
IN 'TRUE VECTOR' ANY THRUST THAT IS USED FOR ANY REASON MUST BE 
CANCELLED OR IT REMAINS A VECTOR ADJUSTMENT FOREVER.

     NOW TO THE TRUE PROBLEM;	I FEEL THAT THE SYSTEM WILL TAKE 
TO LONG TO PLAY,  THIS WILL EASILY DOUBLE OR TRIPLE THE GAME 
LENGTH.   THE TRUE VIRTUE OF 'FULL THRUST' IS ITS SIMPLICITY AND
SPEED OF PLAY.
     
GOOD LUCK, 
TTFN.
JOHN LEARY

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