Re: [GZG] FT vector movement systems
From: "Richard Bell" <rlbell.nsuid@g...>
Date: Tue, 6 Mar 2007 03:48:25 +0000
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-lIn spades! A wall
of battle seldom extends outside of one hex. With three
hundred kilometer wedges and three hundred kilometer vertical and
horizontal
spacing, you are limited to walls of battle containing less than about
thirty thousand ships (assuming each hex is one hundred thousand
kilometers). Although you may be exceeding the flag limits, you only
need
to write one set of orders for the entire wall and keep track of one
vector. As your wall takes damage, you will either have to abandone
cripples (which will solve the problem of writing orders for them by
getting
them promptly destroyed), or limit the orders to what they can comply
with.
On 3/6/07, Roger Books <roger.books@gmail.com> wrote:
>
> Of 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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