[GZG] Re: Jon's question on rotate/thrust/rotate
From: wscottfield@c...
Date: Fri, 06 Jan 2006 15:26:45 +0000
Subject: [GZG] Re: Jon's question on rotate/thrust/rotate
Binhan wrote:
> Proposal 2 - Split Rotational thrust and Main thrust
> This basically breaks apart the two concepts and would add a new ship
> system - Rotational Thrusters or Maneuver Thrusters.
Interesting idea; it’d be fairly easy to say “If playing vector, add
this one additional system.” But if you have to pay points for it, and
the maneuver THR rating is a variable (ie – not fixed or tied to the MD
THR rating), then you’re getting back towards needing different ship
designs for cinematic & vector. (Bad idea, I agree.) Conversely if
the maneuver thrusters are free and a fixed value, or tied directly to
MD THR… then what’s the point of having it as a separate system?
> Proposal A - Continuous rotation
> This basically is a variation of the vector movement idea in that
> momentum is carried from turn to turn and once a ship starts rotating,
> it continues to rotate at the same rate until thrust is applied. For
Personally, I’d prefer not to add something else to keep track of.
Peter Thoenen wrote:
> I do like the comment somebody made that if it takes 1 thrust to
rotate you, it
> really should take 1 thrust to stop you, therefore leave the current
vector
> rotation rules in place but make a single rotation cost 2 thrust, not
1.
Or say it costs 0.5 THR to rotate and 0.5 THR to stop, since you
typically do both in the same turn. So it just depends how much
you/we/Jon think rotation should cost.
Scott "These are not the `droids you're looking for" Field
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