Hi again, and vector questions
From: wscottfield@c...
Date: Mon, 02 May 2005 20:56:14 +0000
Subject: Hi again, and vector questions
Finally rejoined the list after several years, one move, two career
changes, three ISPs and (I think) two different computers. Hi again to
those of you who remember me from way-back-when, from ECC VII (the only
one I've managed to make so far), or from FTJava. And hello to those of
you I don't know yet. Lastly, a big thanks to Indy for putting up with
all my “What’s the word on the list about…?” pesterings. ;->
I also have a couple vector questions.
Although I love the WAY ships move in vector, I’ve never been happy with
how FAR (or, more to the point, how little) they move. In other words,
I love the quality of vector movement, but not the quantity; the size of
the “plot envelope” is so small compared to weapons ranges that it
becomes very easy to predict enemy positions.
One solution might be to simply increase the amount of thrust available
to ships in vector. Say we double the thrust ratings for vector
movement ships, so that a THR-4 cinematic ship becomes a THR-8v in
vector. Keep the vector rules pretty much as-is, but instead of the
ship’s plot envelope being a 4” circle around their “drift-to” point, it
becomes an 8” circle. Seems simple to me. Simple enough that 1) I
can’t be the first person to have thought of it, and 2) I’m probably
missing something. What do you all think?
Also: scanning through the archives, I came across Jared’s idea of
limiting non-advanced drives to one rotation per turn to eliminate the
rotate-burn-rotate-fire pattern. Has anyone tried this out, and if so
how did it work?
Thanks,
Scott Field
Denver, CO
Formerly scottfield@cybermesa.com
Formerly FieldScott@aol.com
Formerly… (you get the idea)