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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