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Re: Re: Cinematic vs. Vector movement

From: Brian B <greywanderer987@y...>
Date: Thu, 28 Aug 2003 16:42:18 -0700 (PDT)
Subject: Re: Re: Cinematic vs. Vector movement



--- Laserlight <laserlight@quixnet.net> wrote:
 If you mean "the
> timing of fire
> resolution", then I agree that was the point of the
> original post, but
> I'd then have to say that it depends on the
> mechanics of vector
> movement 

Among other things.  Weapons range, rates of fire,
length of turn, distance, all these things need to be
taken into account.  Not to mention the ultimate goal
of playability, which OO has nicely highlighted.

>(and thus I disagree that they are unknown)

If "the timing of fire resolution",  depended ENTIRELY
on the mechanics of vector movement (All words yours
except ALL CAPS words, added by me), then you'd be
right.

But since it's more likely that "the timing of fire
resolution",  depended IN PART on the mechanics of
vector movement along with OTHER FACTORS (All words
yours except ALL CAPS words, added by me), then I
still have to disagree your assertation that we can
postulate "the timing of fire resolution" based only
on what we know about Vector movement.

We can, and should, strive for realism, but we should
also remember it's a game, and at that it's a game set
somewhen we haven't reached yet, recreating events we
can only postulate now, and each background/fictional
story setting is going to have certain differing
assumptions, and there's no reason we can't allow for
the divergent possibilities by allowing rules variants
that recreate those settings.

=====
"The whole problem with the world is that fools and fanatics are always
so certain of themselves, and wiser people so full of doubts."

--Bertrand Russell

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