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RE: FT AAR - Operation Furious Riposte - 20,000 pt battle

From: "Bell, Brian K" <Brian_Bell@d...>
Date: Tue, 4 Jan 2000 13:56:16 -0500
Subject: RE: FT AAR - Operation Furious Riposte - 20,000 pt battle

For the non-telepaths out there, here is the part I left out:

Vector: No longer get "turn any amount for 1 Thruster Point". Instead
may
change facing by 1 for each R. No Puches.
Cinematic: No longer "may turn 1/2 MD". Instead, may turn 1clock face
per 2
R (round down minimum of 1).

-----
Brian Bell
bkb@beol.net

> -----Original Message-----
> From: Bell, Brian K [SMTP:Brian_Bell@dscc.dla.mil]
> Sent: Tuesday, January 04, 2000 1:36 PM
> To:	'gzg-l@CSUA.Berkeley.EDU'
> Subject:	RE: FT AAR - Operation Furious Riposte - 20,000 pt
battle
> 
> One thing that I wish Jon T had done in the design system is to have
split
> the Thrust from the Rotation in engine design.
> 
> I would have suggested:
> MD mass = (T+R) (Round Up)
> T = Thrust rating 
> R = Rotation rating
> And do away with Pushes.
> 
> T = 2% of Ship Mass per Thrust rating (no rounding)
> R = 3% of Ship Mass per Rotation rating (no rounding)
> 
> This way you could build really fast ships that turn like pigs, nimble
> ships
> that have low acceleration, or ships that split the difference.
> 
> For cinematic movement, a ship may use the full T rating for thrust
and
> R/2
> (round down, minimum of 1) for turning.
> 
> This formula could still be applied to all existing designs (assume
same
> thrust and turn ratio).
> 
> Kra'Vak could use an altered formula:
> T = 3% of ship Mass per Thrust Rating   
> R = 2% of ship Mass per Rotation Rating 
> 
> 
> % of ship Mass for Engine
>				T
>	1	2	3	4	5	6	7	8      
9
> 10
>  1	0.05	0.07	0.09	0.11	0.13	0.15	0.17	0.19   
0.21
> 0.23
>  2	0.08	0.10	0.12	0.14	0.16	0.18	0.20	0.22   
0.24
> 0.26
>  3	0.11	0.13	0.15	0.17	0.19	0.21	0.23	0.25   
0.27
> 0.29
>  4	0.14	0.16	0.18	0.20	0.22	0.24	0.26	0.28   
0.30
> 0.32
> R5	0.17	0.19	0.21	0.23	0.25	0.27	0.29	0.31   
0.33
> 0.35
>  6	0.20	0.22	0.24	0.26	0.28	0.30	0.32	0.34   
0.36
> 0.38
>  7	0.23	0.25	0.27	0.29	0.31	0.33	0.35	0.37   
0.39
> 0.41
>  8	0.26	0.28	0.30	0.32	0.34	0.36	0.38	0.4    
0.42
> 0.44
>  9	0.29	0.31	0.33	0.35	0.37	0.39	0.41	0.43   
0.45
> 0.47
>  10	0.32	0.34	0.36	0.38	0.40	0.42	0.44	0.46   
0.48
> 0.50	  
> 
> For Kra'Vak switch T/R  
> 
> -----
> Brian Bell
> bkb@beol.net
> http://members.xoom.com/rlyehable/ft/      
> -----
> 
> > -----Original Message-----
> > From:	Dean Gundberg [SMTP:dean.gundberg@noridian.com]
> > Sent:	Tuesday, January 04, 2000 11:54 AM
> > To: gzg-l@CSUA.Berkeley.EDU
> > Subject:	RE: FT AAR - Operation Furious Riposte - 20,000 pt
battle
> > 
> [snip]
> 
> > On how to deal with the problem of the KV and their added power when
> using
> > vector movement instead of cinematic, use the PSB that the KV ships
use
> a
> > gravatic type of drive instead of the normal reaction drives common
with
> > human ships.  Thus the KV, like the Minbari in the EFSB, will always
use
> > cinematic movement while the human ships may be using vector. 
Gravatic
> KV
> > tech can also explain how their RailGuns work.
> > 
> > Dean Gundberg
> > 
> > Starship Combat News
> > For the latest information on Space Games and Miniatures
> > http://www.homestead.com/star_ranger/index.html
> > star_ranger@my-deja.com


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