Re: [VV] Vector turn
From: J L Hilal <jlhilal@y...>
Date: Wed, 9 Feb 2005 13:35:58 -0800 (PST)
Subject: Re: [VV] Vector turn
--- "laserlight@quixnet.net" <laserlight@quixnet.net> wrote:
> By the way -- when designing ships for this, rather than "1 maneuver
> gives you unlimited turn", let's do "1 maneuver thrust gives you
> a 60 degree turn". Gives some incentive for either higher thrust
> or multi-arc weapons. OTOH the Roll maneuver will be legal,
If you want to pay for rotations incrementally, then maneuver thrust
should be seperated from MD thrust in the design stage.
Another option is to retrict each ship to 1 unlimited rotation each
turn.
Eg:
"Half of a ship's thrust is available for maneuverering each turn.
Each ship may perform no more than one of each type of maneuver each
turn. Each Maneuver uses 1 point of thrust. Maneuvers available are:
*Push - Thrusters push ship laterally 1 MU (P or S).
*Rotate - Ship may rotate about its vertical axis (yaw) to face any
course direcion.
*Roll - Ship rotates 180 degrees about its longitudinal axis (roll) so
that P weapons face S and vice-versa.
*Flip - Ship rotates 180 degrees about its lateral axis (pitch) so that
it is facing in the opposite direction and is inverted as for a Roll.
Note that while the weapon arcs are as above for an inverted ship, the
ship has also reversed its facing so that broadside weapons are
covering the same areas of the game area as before the Flip maneuver."
Personally, I do not like the FT Push maneuver as it implies a lot of
power in the maneuvering thrusters, but I left it in the list for those
who do like it. While I understand the PSB argument for it based on MD
thrust being about 1g per point, it fails for settings with high total
MD capablities, such as 10's or 100's of gees. For such settings,
Pushes of 1/4"-1/8" or 1-2mm (depending on MU scale) would be better.
J