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Re: mobility in DS2

From: Noel Weer <nsweer@i...>
Date: Mon, 08 Jan 2001 20:16:05 -0600
Subject: Re: mobility in DS2

Alright. Given your comments, rethinking the details some, and talking 
it over with some of our group here... I will work on more complete 
rules to test and release our results.

Beth Fulton wrote:

> G'day Noel,
> 
>  >Any thoughts? It seems straight forward...
>  >Is this too simple? To hard to manage?
> 
> The logic behind the idea seems sound. My biggest problem with the
idea 
> as is, is the fact that you've got to cost in the effects of the 
> different terrain capabilities of the different movement schemes too. 
> This tends to clump costs so you're more likely to see something like
> 
> Mob.	       Type pt./inch  base 10" cost
> ----------	 --------     -------------
> Low-Mob wheels 1    10
> Slow Tracked	       3     30
> hi-mob. wheels    3	  30
> fast tracked	       3     30
> slow GEV	  4    40
> fast GEV	 4    40
> GRAV	      5    50
> 
> Though even that is probably pooling a little too much. In many ways
it 
> is just much easier to designate fast/slow (and even medium as Indy 
> suggested) versions of a movement system and cost those.
> 
> But that's just my opinion, if you can make your's work I'd be 
> interested to see what results it produced ;)
> 
> Cheers
> 
> Beth
> 
>
------------------------------------------------------------------------
---- 
>
------------------------------------------------------------------------
---- 
> 
> Elizabeth Fulton
> c/o CSIRO Division of Marine Research
> GPO Box 1538
> HOBART
> TASMANIA 7001
> AUSTRALIA
> Phone (03) 6232 5018 International +61 3 6232 5018
> Fax 03 6232 5053 International +61 3 6232 5053
> 
> email: beth.fulton@marine.csiro.au

-- 
The Middle Ages were a great time to be alive,
because if you weren't wiped out by the Plague
or impaled by some marauding barbarian, then yippee.
      "chocolate covered musings"


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