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