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Re: Marking extrapolated ship locations

From: "Oerjan Ohlson" <oerjan.ohlson@n...>
Date: Thu, 13 Aug 1998 11:06:08 +0200
Subject: Re: Marking extrapolated ship locations

Laserlight wrote:

> BTW it looks like you can have a max thrust of 11 under vector rules. 
> "How?" you ask.  Thrust 8, burn 1 of your extra 4 maneuver points to
rotate
> 90 degrees, then push port (or starboard) with the remaining 3
maneuver
> points.  Or execute the same steps in reverse order.	It's not logical
(the
> 8 Thrust should occupy the entire length of the turn, so you don't
have
> extra time to push in the same direction) but it is, insofar as I can
tell
> and until the amendment I feel sure Jon will add about 30 seconds
after
> reading this, legal.

Put it like this - that's the way I've been playing the Vector rules for
some years now... not sure if any of the other FTFB playtesters have
done
it like this, but I would be surprised if they hadn't.

John, it's not useful only for turning around 180 degrees - it is useful
for any vector change. Most of the time the thruster push won't coincide
exactly with the direction of the main thrust, but it usually comes
pretty close to it :-)
 
It gets scary for Centauri-style ships, though (those with Thruster
strength equal to Main Drive thrust) <g>

Later,

Oerjan Ohlson
oerjan.ohlson@nacka.mail.telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry

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