Re: Re: Cinematic vs. Vector movement
From: "Alan and Carmel Brain" <aebrain@w...>
Date: Sun, 24 Aug 2003 10:48:11 +1000
Subject: Re: Re: Cinematic vs. Vector movement
From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
> Jared Hilal wrote:
>
> >So the actions of a ship over several turns look like this:
> >
> >Rotate ship, MD burn, Rotate ship, Fire Weapons
> >Rotate, Burn, Rotate, Fire
> >Rotate, Burn, Rotate, Fire
> >Rotate, Burn, Rotate, Fire
> >rinse and repeat...
> >
> >If you think about it, this would look pretty silly if viewed from
afar,
> >nothing like what we expect.
>
> Unless of course you have seen Babylon 5, where the EarthForce
Starfuries
> behave *exactly* like this...
One solution :
Ships with normal engines can do:
Rotate Ship, Burn, Fire
ie all rotations must be done at the beginning of the turn.
Ships with high manouverability can do:
Rotate ship, Burn, Rotate Ship, Fire
ie rotations may be done at the beginning, or the end, or both,
within limits of available thrust.
Adjust rules appropriately for how fast a ship can rotate.
This may be thrust-independent - so those NSL ships with thrust 2
may be able to turn facing on a dime like anything else, it's just
that their velocity won't change very quickly.
Having turns only at the beginning makes multi-arc weapons a lot
more useful in vector. Otherwise, there's far less control over
velocity during the "pass through" phase of the "joust": you have
to setup approximately the correct vector the turn before you
get into decisive range, and then turn to face, for the turn of
contact.