Prev: Re: [GZG] Railguns Next: Re: [GZG] what's the latest news on Full Thrust

Re: [GZG] what's the latest news on Full Thrust

From: John Lerchey <lerchey@g...>
Date: Mon, 13 Dec 2010 20:02:15 -0500
Subject: Re: [GZG] what's the latest news on Full Thrust

Hi again folks,

On Mon, Dec 13, 2010 at 12:14 AM, Eric Foley <stiltman@teleport.com>
wrote:
> Well, I don't have a problem with raw speed being uncapped, I just
have a problem with unlimited speed while you're still able to turn the
same way at 36 MU per turn as you can when you're only going 4 MU per
turn.  How fast you want to go in a straight line, I don't care, I just
don't like the turning on a dime at any speed so that you could be
anywhere in a 50 MU radius on a given turn, and trying to put any kind
of missile or plasma targeting on you is effectively impossible and
fighters can't catch you even with secondary moves.  At more reasonable
speeds, Full Thrust is great; at Oerjan speeds a lot of the mechanics
break down.

Um... huh?  I really don't get your first point.  If you are playing
cinematic, the distance that you travel between course changes
significantly changes based on your current speed.  With a Thrust
rating of 1 (for simplicity sake), if your speed is 4, you can move 2
mu, change course by 60 degrees, then move 2 more mu.  If your speed
is 400, you move 200 mu, change course by 60 degrees, then move 200
more mu.  How is that "still able to turn the same way"?  Ok, you can
make as many course changes, but so what?  The "arc" gets much larger,
and you cannot maneuver as well because you cannot turn as tightly.

I must be missing your point completely.  Please explain.  I'm feeling
stupid... :)

J
_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-l


Prev: Re: [GZG] Railguns Next: Re: [GZG] what's the latest news on Full Thrust