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[GZG] Painfully Realistic Vector Movement for Full Thrust

From: Tom B <kaladorn@g...>
Date: Mon, 18 Jan 2010 19:32:26 -0500
Subject: [GZG] Painfully Realistic Vector Movement for Full Thrust

Roger,

That's fairly elegant rendition of vector. On first reading, I missed
that your measured vector was not to the ship, but to where the ship's
acceleration wanted it to go. I thought 'why not just pretend that all
the drive ratings were doubled' and then you could use the original
rules? But once you don't measure to the ship for next turn's drift,
that's another story.

I am definitely going to try this. Although, with the people I know,
we'll need a markter for the end of the drift as well.

I'm taking it that although thrust is presumed to take the whole turn,
rotation still takes a very short time relatively (judging by your
presentation). Is this your assumption? I suppose you could still use
either flavour of rotation (1 thrust = any rotation or 1 thrust = 1
facing change). Some folks like to give bigger ships a more ponderous
turn rating. (I suppose nothing would stop you using 1 thrust = 2
facing changes either). The slower rotation might feel more
appropriate for creating some space ship genres.

Anyway, thanks!

TomB
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