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Post by toaster on Oct 25, 2011 1:35:23 GMT -5
I downloaded the free demo version of Voidstriker a while ago but only just got around to glancing at it. It contains a hex based vector movement system that looks like it would port over to CBF very well for those who want to play vector games before the official vector rules come out.
Use the drift marker and displacement rules as written, allow acceleration up to delta and keep the number of turns = delta but allow turns to be any number of hex faces (so you can point your engines in the direction required for your burn and then swing your weapons to bear).
It won't be a game that will see many delta 1 battlewagons though and I wouldn't recommend using the CBF jump point rules in the game unless you really want to give yourself a headache.
Robert
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Post by patyrn on Dec 14, 2011 0:20:55 GMT -5
I was planning on trying out a vector system this weekend, but I was going to try the full thrust vector rules.
I think the shield system of CB would be extremely cool in a plotted vector movement context.
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Post by toaster on Dec 14, 2011 1:03:25 GMT -5
Sounds good, let me know how it goes. I'm guessing you'll be using a FT style turn sequence and just the CBF shooting and damage systems to make it work?
Robert
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Post by patyrn on Dec 14, 2011 1:21:48 GMT -5
Yeah my plan was to use the FT turn sequence. I might also play around with some plotted missile rules too.
After reading the Lost Fleet books that Dread recommended I'm going to try out a few things inspired by the battles in those books.
Step one is vector movement. It adds the whole movement mind-game aspect of ships far enough apart and moving fast enough that relativistic distortion and the travel time of light are factors.
Step two, which may or may not work for crap, is to write down the arcs in which you're going to target when you write down your movement orders (I'm going to use hex-side arcs for this purpose). You'll get to target as many arcs as you have fire control. I'm hoping this will simulate the fact that you're shooting at the place you expect the ship to be, not at the place the ship actually is.
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Post by toaster on Dec 14, 2011 3:38:10 GMT -5
Like the concept but suspect your adding to much overhead to allow for large fleets. May be fun for a cruiser and two escorts per side. But I could be wrong, let us know how it works.
I really have to find those Lost Fleet books.
Robert
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Post by TheDreadnought on Dec 14, 2011 9:32:52 GMT -5
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