Topic: retrograde motion

perhaps it is defined in the rulebook and I missed it,  but given the vector/force elements of the new rules, is it possible to be moving backwards? Can a ship with Engine 6 but Last Speed 3 conduct a U move and still be in motion on the same vector if it does not apply any forward thrust (no numbers in the move order)?

lamont

Re: retrograde motion

i will try to answer my own question-

(1) absence of a number in the move order could be the equivalent of a "0", meaning application of enough thrust to negate vector of motion from last move

(2) as there is no indication of the ability, or need, to write "-3" in a move order, (1) must be an operative statement

(3) under these conditions, and likely as a matter of simplification, it is impossible for a ship in Starmada to conduct retrogade motion with respect to its front facing

seems logical to me anyway

lamont

Re: retrograde motion

The only way that you can head 'backwards' in the new system is to use the pivoting rules.  State what you want your ship to move, but allow 3 MP for a 3 point pivot and in 'effect' your ship is moving opppsite than its facing.

-Bren

Re: retrograde motion

One could, I suppose, easily add the option to allow "negative" movement.

e.g.,

My previous speed is 6.

My current plot is "-3P1" for a new speed of -2 (-3 + 1).

The nice thing about this is that it wouldn't change the thrust requirements at all...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: retrograde motion

Explain that please.

(I still don't "quite" understand movement)

Re: retrograde motion

jimbeau wrote:

Explain that please.
(I still don't "quite" understand movement)

Okay, I'm no Starmada guru, but I believe the resultant thrust from this turn's move affecting the next turn's move would be as he has shown (the movement before the turn plus the movement after the turn): -3 + 1 = -2.
In this way it's no different than if you'd plotted a 3P1. The resultant thrust affecting the next turn's move is: 3 + 1 = 4.
However, he didn't address the thrust requirement necessary to complete the maneuver. I'd think that would fall into a new category of adding all thrust together, regardless of whether they're positive or negative. So I'd think the thrust requirement for the example maneuver would be:
6 + [-(-3)] + 1 = 10.
That's just a guess though.
Kevin

Re: retrograde motion

See, this is why I think the HV mode of vector movement would work better. With that you'd just plot how you thrust and then work out how it affects your actual movement.

Lets say you've got a movement of 4 North and 2 North-West, and a ship with four MPs. You decide that you want to slow down (perhaps a massive minefield, or you'll be passing through the arcs of a dreadnought if you continue at the same speed and heading). You write down, in the ship record sheet which you use for screens, how you want to distribute your thrust. In this instance, you decide that a plot of 3 South and 1 South-East would be a good idea.

The three South points negate three North points, and the sole South-East point negates a North-West point. You end up with movement of 1 North, 1 North-West.

Simple, and allows for 'reverse'

Re: retrograde motion

I play hexless and use a FT vector system (which is simple but a bit fiddly as you have to have a marker chit to show heading) or more recently the cinematic system (which whilst less 'realistic' avoids the jousting contests that often ensued).

If I used hexes (we are planning to try thm out soon) I rather like murtalians system. Simple and easy to grasp. It doesn't take into account facing vs heading and the latency involved in rotating a ship.

Re: retrograde motion

When I play FT, I like the cinematic system.  That's because I like spaceship combat to "feel" right, without actually being accurate.  I wouldn't expect a Star Destroyer to pivot about, firing and thrusting one way while moving another.

But I don't like ships moving like tanks, either, so the new SAE movement system feels more right to me than the old one, and works better for me for space fleets than a vector system would.

For a nice fighter-based vector hex system, I recommend Turn or Burn:

http://interformic.com/torb.html

Nice little game design!

andy