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Re: [GZG] FT vector movement systems

From: Robert Makowsky <rmakowsky@y...>
Date: Tue, 6 Mar 2007 03:27:03 -0800 (PST)
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-lHave not seen them
yet.  Going to have to get a look.  Busy Busy with new job now though.

Bob

----- Original Message ----
From: Roger Books <roger.books@gmail.com>
To: gzg-l@lists.csua.berkeley.edu
Sent: Monday, March 5, 2007 7:59:05 PM
Subject: Re: [GZG] FT vector movement systems

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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