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

From: peter@c...
Date: Tue, 14 Dec 2010 13:21:39 +1100
Subject: Re: [GZG] what's the latest news on Full Thrust

Only play vector, and its mostly because of this (I also like calling  
'2 points to port' in my most nautical captains voice, but thats  
something I'm seeing someone about ;) )

Peter
Quoting John Lerchey <lerchey@gmail.com>:

> E,
>
> Thanks. Now it makes sense to me. :)
>
> J
>
> On Mon, Dec 13, 2010 at 8:13 PM, Eric Foley <stiltman@teleport.com>
wrote:
>> What I mean is, if you're going at 4 MU, and you have the ability  
>> to make 2 point turns in cinematic, the area in which you may be  
>> expected to end up is around 7-8 MU in diameter.  At this speed,  
>> the ability to make this turn does not fundamentally affect any  
>> mechanics of the game.
>>
>> However, if you're going at 40 MU, and you retain the ability to  
>> make that same 2 point turn in cinematic, the area in which you may	
>> be expected to end up is around 7-80 MU in diameter.  At _this_  
>> speed, the continued ability to make this turn radically changes  
>> the game.  Trying to target that ship with any sort of indirect  
>> fire is largely pointless.  Even direct fire weapons are only  
>> possible to use on the speeder's own terms.  It's the main tactical 

>> reason to use such speeds, because people flying significantly  
>> slower ones are basically forced to operate the entire game on your	
>> terms when you do.
>>
>> In vector, this is not a significant issue.  Whether the ship is  
>> going 4 MU or 40 MU, if you know he's got 2 points of maneuvering  
>> thrust you can Mark I Eyeball a circle 4 MU in diameter where he'll	
>> turn up, or perhaps an ellipse if you consider speeding up and  
>> slowing down at the same time.  It's a vastly different situation,	
>> and Oerjan speeds are not nearly as effective in as many ways as a  
>> result.
>>
>> E
>>
>>
>> -----Original Message-----
>>> From: John Lerchey <lerchey@gmail.com>
>>> Sent: Dec 13, 2010 5:02 PM
>>> To: gzg-l@mail.csua.berkeley.edu
>>> 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
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>>
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