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Post by atropos907 on Aug 26, 2010 17:34:08 GMT -5
Hi, I started designing a game about 6 months ago as I had a lot of mini's I wanted to play with. I was introduced to colonial battle fleet once my rules were nearly hammered out and I was amused how similar some of the rules were. I have copied my movement rules below as this seems to be a topic of debate in the community as a balance between fun and "realistic Newtonian physics". Because word wrap and formatting are problematic in this page I have attached a txt file I established three total movement types, two for fighters and two for capships. Each player can decide which they wish to use as some complain the intercept mode(basic thrust vector addition) method isnt any fun. Likewise some wish to make fighters move faster by allowing a combat movement instead of shooting while others wish to let them accumulate velocity each movement turn. I find there seems to be some correlation between those who have learned vector and calculus based physics to those who like and quickly grasp the vector addition method. It was about the most reasonable/simple Newtonian physics I could apply since real Newtonian physics would require projections and integration of thrust vectors. Feedback is welcome. Attachments:
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