Re: [FT] A thought on that vector movement problem
From: Laserlight <laserlight@c...>
Date: Thu, 11 Mar 1999 23:50:42 -0500
Subject: Re: [FT] A thought on that vector movement problem
From: Beth Fulton <beth.fulton@marine.csiro.au>
>
>just that an abstraction. Thus I really can't see the problem with
>movement, turn, push.
The difficulty is that a Drive 6 ship can end up moving a max of 8, not
6.
Furthermore, as far as I can see all the
>modifications etc.
One simple modificaion
> suggested to fix this one (supposed) glitch
>also knock out a hell of a lot more maneuvres than just that one.
Such as?
>So why fiddle with it? After all its not really broke as it is,
>based on our experience its rarely used anyway (I think I've
>only ever seen Derek's battle line of NSL push, rotate or thrust
NSL doesn't usually have the Thrust rating to use it. Thrust 4 or
higher
only.
>One more question though, does some of the resistance to the 'bad'
>move come from those used to cinematic or is more a case of it being
>just too grating for the physics-oriented to swallow?
I was the first (that I know of) to point out this move. I greatly
prefer
vector.