RE: move and fire problem
From: "R. Bryett" <rbryett@m...>
Date: Mon, 11 Jul 2005 09:50:49 +1000
Subject: RE: move and fire problem
>>>> I was thinking about "you follow the standard FT movement rules but
soon as you see an opportunity to fire you fire then continue moving".
<<<<SNIP>>>> Throughout this the enemy gets as much chance to do
as they do in the normal game - that is NOTHING. <<<<
This proposal seems horribly one-sided, bearing in mind that all action
turn is supposed to be broadly simultaneous. Surely anything ship Alpha
do to Beta, Beta should be able to do to Alpha?.
I think the example offered by the original poster was a fast missile
making a strike pass on a capital ship being allowed to fire at any
along its move. For this to be fair, the TARGET would obviously have to
allowed to fire at any point along ITS move too. If the hypothetical
of the missile boat is, in effect, allowed to respond to the movements
the target to choose the ideal moment to fire, the gunnery officer on
target should be able to do the same.
Something like this would blur the distinction between the move and fire
phases of a turn in a manner that might be more realistic, but I think
would be horrible to play. Off the top of my head, with only two ships
involved, the sequence might be:
1. Divide the move of the slower ship by that of the faster, to
the Relative Move Factor (RMF).
2. Move the faster ship 1mu, move the slower (1*RMF)mu.
3. Each skipper may declare a shot in the usual way and have damage
4. Repeat 2 & 3 until move complete.
That would be bad enough with just two ships. In a multi-ship action one
would have to allow EVERY ship to be able to fire at any point in its
too, and my head hurts just thinking about it.
Best regards, Robert Bryett.