Ken_Burnside wrote:Your system conflates direction of thrust-and-facing to direction-of-travel as a simplification, as a way to minimize record keeping, and does not produce an actual Newtonian vector solution. It does teach players how to maneuver with momentum.
Point taken. In the end, I have no quibbles really with what it's called, since in the actual rules, it's just "Movement".
If someone can add or subtract their thrust rating from their current velocity by using the STRAIGHT AHEAD maneuver, why can't they move backwards? This is something that a vector movement system WOULD allow.
A ship could move "backwards" with a negative speed value and the rules would remain unchanged. It would require an allowance for what happens when a ship switches from a negative to a positive speed. Perhaps this:
A ship with a negative speed value moves backwards, instead of forwards. In all other respects, its movement is unchanged. A ship may switch from negative to positive speed (or vice versa) only when executing a "Straight Ahead" maneuver. When doing so, the difference between the starting speed and ending speed cannot exceed the ship's thrust rating.
For example, a ship with a thrust rating of 5 and a current speed of -2 carries out a "Straight Ahead" maneuver. It can either (a) remain motionless, with a speed of zero; (b) move backwards between 1 and 7 hexes, or (c) move forward between 1 and 3 hexes.
Regarding the 30* changes in heading/facing, I think it could be done -- it would, however, wreak havoc on firing arcs...
Not really - your old 12-point firing arc system where you listed arc letters is 30 degree firing arc resolution. Your nomenclature was interesting; I'd done it as 12-o-clock-is-forward and going clockwise around the base, because most people remember "He's on your 6! He's on your 6!" from WWII movies.
I think what I meant was, what the "FF" arc looks like when a ship is facing a hex side is different than what it looks like when facing a hex corner.
I'd also seriously think about referring to these not as -1 and -2 modifiers, but as "column shifts". I'd also set your convention to the base shift as the left most column and make all the shifts go in the same direction, rather than your current minus-and-plus system. It saves a type of math step at the table.
Not sure I follow the "set your convention to the base shift" part of your suggestion...