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Re: [GZG] FT vector movement systems

From: "Roger Books" <roger.books@g...>
Date: Mon, 5 Mar 2007 19:59:05 -0500
Subject: Re: [GZG] FT vector movement systems

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOf course there's
always the squadron rules.  They don't look bad.

Roger

On 3/5/07, Robert Makowsky <rmakowsky@yahoo.com> wrote:
>
> Concur,
>
> SITS is great for 1-3 ships per player in some sort of skirmish.  Try
to
> fly fleets with it and the hair torn out coats the floor.
>
> Bob Makowsky
>
> ----- Original Message ----
> From: Roger Books <roger.books@gmail.com>
> To: gzg-l@lists.csua.berkeley.edu
> Sent: Saturday, March 3, 2007 4:29:51 PM
> Subject: Re: [GZG] FT vector movement systems
>
> I'll disagree on it adding much to the game. I like SITS/AV:T vector
> movement better than FT as long as I'm only running a ship or
> two.	For fleets FT wins hands down.
>
> Roger
>
> On 3/3/07, Roger Burton West <roger@firedrake.org> wrote:
> >
> > On Sat, Mar 03, 2007 at 07:14:28PM +0000, Richard Bell wrote:
> >
> > >Compare this to vector movement from FB1.
> >
> > It's not hard to produce a "real vector" system for FT. My
assumptions
> > were:
> >
> > (1) Ignore facing change time. Turns are probably around 5-15
minutes
> > long anyway. It's too much effort.
> >
> > (2) Ignore the third dimension. It looks pretty but it doesn't add
all
> > that much to the game.
> >
> > What's left is the continuous-thrust element. Not a problem. You do
need
> > two markers per ship to work out its movement, but you only need to
> > leave one of them on the table between movement phases.
> >
> > Roger
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> >
>
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