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Re: [GZG] FT Vector: Alternative Fire Resolution Distance

From: John Tailby <john_tailby@x...>
Date: Wed, 13 Jan 2010 14:18:08 -0800 (PST)
Subject: Re: [GZG] FT Vector: Alternative Fire Resolution Distance

_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lThere's been
discussions about how long an FT turn is.

Different people's opinions vary. Take for example the landing refuling
and rearming of a fighter squadron. IIRC in WW2 the british did this at
Malta with Spitfires in 7 minutes (maybe that was a roll of a 6) so ~10
minutes per turn isn't unreasonable. However some people noted that F1
cars are refulled and retyred in ~10 seconds so maybe a turn is much
shorter say 1 minute.

None of this argument impacts on your suggestion.

BTW this argument is the same for both vector and cynematic. it's quite
possible for ships to fly towards each other with sufficient closing
speed that they pass through weapon ranges and end up behind each other.

If I understood your argument correctly you want to resolve the fire at
the halfway point in the move. So changing the turn sequence to be move
half, fire, move remainder, resolve ordnance attacks etc.

If you had a fleet batle involving 20 ships it would get very hard to
calculate where a ship was at it's halfway movement point by remembering
where it was. Unless you used string to mark the vector you have to
remember where each ships start point was and it's end point and then
work out the mid point and measure all ranges from there.

At the end of the day I don't see that it gives you any advantage. Fire
is resolved at some point in the move and at the end or start or mid is
all the same really.

________________________________
From: Tom B <kaladorn@gmail.com>
To: gzg-l@mail.csua.berkeley.edu
Sent: Thu, 14 January, 2010 10:44:12 AM
Subject: [GZG] FT Vector: Alternative Fire Resolution Distance

For your consideration/comment, as I am particularly looking for
problems it may introduce or aspects completely overlooked....

Note: Vector only.

----------

Full thrust turns can easily be imagined to be 15-20 minutes long with
distances covered in the hundreds, thousands or possibly tens of
thousands of kilometers and engagement ranges from several hundred kms
out to several hundred thousand kms. Space is big and in order to hit
things, with enemies manouvering at long distances and ships firing at
'enemy location probability envelopes', weapons throw out a lot of
rounds/shots/pulses in one game turn. The damage accrued in the game
is the result of the sustained fire over a round rather than the
instantaneous result of a single shot at a particular point.

In order to adjudicate the result of fire, a modification to the
existing rules is applied when determining range between ships. While
moving both the firing and target vessels and establishing their new
vector. establish the midpoint of the movement by measuring back
halfway along the vector between their start and end point for the
round. Fire is considered to occur at a range that is the distance
between the midpoint marker for the firing and target vessels. Some of
the fire will have occured further away than this point, some closer,
but the average will be somewhere in the middle.

This also reflects the application of thrust over the entire turn by
the ship rather than it drifting most of the turn and applying all of
its thrust at the end of the turn from the endpoint of the drift
vector.
------------

Comments? Reasons this won't work or is a bad idea? Non-obvious
implications or rules interactions?
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