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Re: [FT] Asteroid Collisions

From: John Crimmins <johncrim@v...>
Date: Sun, 14 Jan 2001 22:59:51 -0500
Subject: Re: [FT] Asteroid Collisions

At 10:43 PM 1/14/01 -0500, you wrote:
>On Sun, 14 Jan 2001 19:08:32 -0800, Sean Bayan Schoonmaker
><> wrote:
>>It's looking like this is the "preferred" method ;-) from the replies 
>>I've seen thus far.
>I'll put in my two cents worth and agree.
>In the pre-dreadnought rules I'm (still) working on, I have more
>running aground and collision rules. But this is with vessels that have
>lower speed limit. Also, the maximum speed of the ship is dependent on
>number of hull rows left, so I was able to come up with an easy
mechanism to
>work out collision damage. The upshot is that if the ship is going
close to
>full speed, it will be crippled or sunk outright.
>This seemed reasonable for ships in the pre-dreadnought era moving at
>knots. If you use the semi-official FT game scale, you'll have
>speeds even for a relatively slow moving ship. I can't see a ship
>even a relatively low speed collision. The comments made about the g
force on
>even a partial hit were bang on.
>Keep it simple. Hit an asteroid, go boom.

What I think that I'm gonna do is use my foam asteroids, call them
asteroids, but treat them like the debris fields from More
someone suggested to me a few weeks back.  I'm just going to assume that
each asteroid represents a reasonably dense cloud of rocks; they'll
block LoS, but they won't be instantly lethal if you go through them.

They will almost certainly become big solid blocks once people get used
playing FT again, though....

John X Crimmins
  " one of the secret masters of the world: a librarian.
They control information.  Don't ever piss one off."

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