RE: Fiddling with units
From: Noah Doyle <nvdoyle@m...>
Date: Thu, 16 Jul 1998 23:19:13 -0500
Subject: RE: Fiddling with units
Actually, one of my sticking points for the DS2/FT interface is that 1
turn
be the same length in both systems. This allows simultaneous play to be
resolved in a much better fashion, and gives a better feel. I also like
the 15 min space turn - it goes more towards sub combat than the
fighters-in-space feel (which has it's place, but not in my FT games).
Low
thrusts don't bother me - they work fine for either straight FT (hey,
it's
a reactionless drive - I don't *care* how inefficient it is) or Low Tech
FT
(this is what you got - now fly it, sailor). The 7500km/15 min setup is
a
little better - most planets are on-table, and you're talking about some
hefty boosts in the smaller ships - 4 gs is nothing to sneeze at (and
when
your fighters boost at 24 gs - yikes). You want those compensators to
avoid the 'Flattened Crew Syndrome'. We're not up to the Star Trek
'Chunky
Salsa' problem, but FT ships don't go from rest to 0.5c in seconds. But
back to the original position, it's also far more elegant to have a 1:1
space/ground turn ratio; situations can be resolved simultaneously, in a
much easier fashion.
Noah
-----Original Message-----
From: Noam R. Izenberg [SMTP:izenberg@jhuapl.edu]
Sent: Thursday, July 16, 1998 08:05 AM
To: FTGZG-L@bolton.ac.uk
Subject: Fiddling with units
Question
Is there any compelling reason to keep both the distance and
time convention the same? Some of the velocity/distance issues would
change substantially if an MU was 1000 km and a turn was, say _five_
minutes. That makes our velocities faster 1 thrust =~.75 g without
changing
anything else, essentially. Those wanting to match timeframes with the
ground
games would simply do 2 or 3 space combat turns per ground combat turn.
Noam
Noam R. Izenberg noam.izenberg@jhuapl.edu