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Re: Gaming area

From: "Jared E Noble" <JNOBLE2@m...>
Date: Wed, 24 Feb 1999 12:51:14 -1000
Subject: Re: Gaming area



>It is probably possible to translate the Cinematic movement to a
hexmap,
>but I'm not sure I want to try :-/

That being said, see below for FT Cinematic movement on hexes.	I think
you will
find it a fairly close representation.

_Directional Notation_

To simulate 12-directional FT movement on a hexgrid A Ship may face
either a
side or a point of the hexagon it is in. This requires an understanding
of
Directions, Heading, and Standard vs Cross-Grain orientation.

Directions
One edge of your map is defined as direction 12. By convention,
direction 12 is
a side, not a point, of the hexagon. Proceed clockwise around the
perimeter of
the hexagon, counting the first vertex as 1, the next face as 2, the
following
vertex as 3, etc.

Standard Orientation
If the nose of a ship is facing a side of the hexagon it is in, it is
said to be
in Standard orientation.

Cross-Grain Orientation
If a ship is facing one of the points of the hex, it is in Cross-grain
orientation, as the direction of its heading crosses the natural grain
of the
hexsheet.

_Performing Movement_

To approximate FT Cinematic movement, a ship performs half of its Turn
(round
down), then moves half it's current speed (also round down). The
remaining Turn,
followed by the Move, is made next.

_Moving in Standard Orientation_

A ship in standard orientation moves each hex directly ahead.

_Moving in Cross-Grain Orientation_

A ship moving in cross grain orientation alternates moving into the hex
forward
and left (bearing 11), then forward and right (bearing 1), thereby
staying as
close as possible to the centerline of the hex point it was facing when
it began
its move.

When a ship Rotates into Cross-grain orientation, it's first hex of
movement
will always be to the _outside_, not the inside, of the turn. This first
hex of
movement starts the pattern of alternation.

Example:
A ship turns from heading 12 to heading 9 (3 points to port.) It's first
hex of
movement will be in direction 10, as that is the 'outside' of the turn.
It then
moves in direction 8. It
?s next movement would be direction 10 again.

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