Go Back   EN World D&D / RPG News

View Single Post
Old 14th June 2009, 07:54 PM   #12 (permalink)
Flatus Maximus
Registered User
 
Flatus Maximus's Avatar
 
Join Date: Sep 2007
Location: Twin Cities, Minnesota
Posts: 178
Flatus Maximus Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Morrus View Post
How wold you then fit that in with the fact that the ship has a velocity already - would you allow him to rotate 60 degrees, then 60 degrees again, then sixty degrees again and then accelerate to 6 and fly 6 squares, and then turn again? My feeling is that a fast flying ship's turning arc is larger.
Well, a fast flying nimble (Maneuverability=1) ship might pull this off, while a fast flying clumsy (Maneuverability=5) ship would not. If you want it to be impossible for a ship to turn 180 degrees in a single turn, then set Maneuverability greater than x/3.

Just to make sure I'm answering the question: Yes, I'm proposing that Maneuverability be independent from current speed, mostly for simplicity. If ship A is more nimble than ship B, then that should hold no matter what the speed, right?

Edit: Maybe my example was bad -- you probably don't want the fastest ships in the game to also be the most maneuverable.
__________________
It's times like this I wish I had 500 foot bottle of tequila.

Last edited by Flatus Maximus; 14th June 2009 at 08:26 PM..
Flatus Maximus is offline   Reply With Quote
 

And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 12:55 AM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.