Re: SG2 Vehicle Questions
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Thu, 23 Jul 1998 10:37:21 -0500
Subject: Re: SG2 Vehicle Questions
Trevor spake thusly upon matters weighty:
> > In the abstract context of the game, don't think of the vehicle
> actually stopping to fire... For example if in the previous action
> (previous activation)the model vehicle moved 12" then in the next
action
> its stationary on the playing surface firing, then in the next action
it
> moves 12". This doesn't necessarily mean over the whole period you
> simulate move, stopped and fired then move again. Because the game is
an
> abstract simulation of combat it really means that the vehicle
actually
> was moving a bit slower than normal(24") over a period of simulated
time
> so it could get a shot off rather than moving flat chat at 36" over
that
> same time frame.
Whereas I note fire is resolved not from the midpoint of the last
move, but from where you ended the move (if you MOVE, then FIRE).
That suggests what we're talking about isn't exactly the case you
mentioned. Basically, it boils down to the fact that (intentionally)
vehicles have been 'penned in' for SG2 and can't do what they can in
real life (take a look at the movement rates!). That's because this
is an infantry game. If you want more detailed vehicle rules (that
let your vehicle move as fast as it could, your gunner fire on the
move, taking into account stabilization, remote linked turrets, etc),
then you'll have to write them. Jon wrote an infantry game with
vehicle rules detailed enough to let them enter the field without
taking the focus off the infantry. That's what you get. You want
more, get your typewritter/wordprocessor/quill out and start
writing.... (and if they're good, post them somewhere the list can
see 'em).
Tom.
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