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Re: [GZG] [FT] Vectoring Kra'Vak

From: David Stokes <dstokes@d...>
Date: Fri, 23 Dec 2005 23:41:46 +0000
Subject: Re: [GZG] [FT] Vectoring Kra'Vak

laserlight wrote:

>
>To fix that, it has been proposed for FT3 that a maneuver
>point in vector will only let you turn you 60 degrees
>instead of unlimited amounts--so if your target is behind
>you, you'd have to use 3 points to turn to face instead of
>the 1pt you'd use with the current system. If you try that,
>please give us an After Action Report.
>  
>

I don't like that idea. At any sort of velocities which it is reasonble 
to assume FT ships are moving, it should be much easier to turn a ship 
on its own axis than to alter its vector.

A current example: The orientation thruters on the Space Shuttle are 
smaller that either the main engines or the orbital manuevering engines.

I've been considering house-ruleing in the other dircetion - turning 
does not use thrust points, it just has to be plotted, and assuming that

orientation is handled by a seperate system of small thrusters. So far I

have not had the chance to try that however. 1 thrust lets you turn 
whatever way you want seems like a pretty good compromize so far.

I don't know what the effect on play balance of any of these systems is;

I am thinking more from the physics of the issue. I would hate to see a 
change made for the sake of play balance which I would think is a big 
step away from realism (SF realism at least) when it could also be 
handled by ship design or points values.

David Stokes
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