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Old 14th June 2009, 07:00 PM   #10 (permalink)
Flatus Maximus
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Join Date: Sep 2007
Location: Twin Cities, Minnesota
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Flatus Maximus Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Morrus View Post
These movement rules are proving to be something of a challlenge!

We have a system whereby your speed remains the same as it was last round unless you accelerate or decelerate. That bit's fine.

Incorporating turns, however, is more difficult. Ideally I want it to take into account both maneuverabilty and speed, but not become complicated. At the moment I'm thinking something along the lines of variable costs to make a hex-side turn, or a number of hexes moved before a turn is allowed. Not sure yet.
Maybe: Every ship gets x speed points to spend each round. However, to each ship assign numbers to "Top Speed," "Maneuverability," and "Acceleration." The Maneuverability score is the number of speed points required to change heading by 60 degrees, and the Acceleration score is the number of speed points required to change speed by +1 or -1. You can freely alternate between moving and changing velocity (speed and direction) until you have moved as far as your top speed will allow and you run out of speed points.

Example: For no particular reason, take x=10. A fast, nimble ship might have Top Speed=10, Maneuverability=1, and Acceleration=1. Such a ship with current speed=4, might spend 1 point to turn 60 degrees, then 6 points to hit top speed, then move 10 hexes (we're done moving but we can still spend points), then spend 1 points to turn 60 degrees, then finally spend 2 points to reduce speed to 8.
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Last edited by Flatus Maximus; 14th June 2009 at 07:04 PM..
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