Topic: Simple momentum rules for you to review

I, like many others quite like the idea of newtonian spaceships but dont want to get bogged down. In another post Dan said "why arnt there simple newtonian rules" or something similar. So I had a think... Forgive me if this is a re-invention.

I always thought the B5W way of doing things gave a little of the best of both worlds. So this is a Starmarda version of the B5W way of moving. Not newtonian but still aiming at the right type of feel.

1 ships have a speed if they do nothing they will continue to move (drift) at this speed turn on turn. The ship's next turn speed is equal to the number of hexes it moved this turn.

2 Ships speed cannot exceed 10, If it does then the speed is reduced to 10 and the ship takes 1 damage roll per point over.

3 Orders are written using the same notations and costs as per Starmarda with the exception of turns, Thrusts and Drifts.

The cost of a turn is based on speed at start of turn and remaining engines.

Up to a speed of 1/2 (rounded up) remaining engines turn cost is 1
Up to a speed of remaining engines turn cost is 2
Up to a speed of 1 1/2 (rounded up) remaining engines turn cost is 3
Up to a speed of twice remaining engines turn cost is 4
etc

A ship must move a number of hexes equal to its turn cost between turns.

T is used to annotate thrusts or forward accelerations cost 1 as per Starmarda

D is used to notate drifts, a ship makes as many drifts as its start speed.

Example turn order Ship has 5 engines

Turn 1 (4)D2PT2D2 (4 engine power used 2 to turn and 2 to accelerate)
Turn 2 (6)SBD6 (5 engine power used 3 to turn and 2 to break)

4 overthrusters generate 2 free thrust to do their free turn if the ship is going faster than its engine rating the ship can save extra engine points from its main engines to use the overthruster.

5 Emergency Thrust generates the extra thrust but all turn costs are based on remaining engines not available power. Use the original remaining engines numbers to calculate turn costs.

That is about it. Comments??

Re: Simple momentum rules for you to review

Ironchicken wrote:

The cost of a turn is based on speed at start of turn and remaining engines.

Up to a speed of 1/2 (rounded up) remaining engines turn cost is 1
Up to a speed of remaining engines turn cost is 2
Up to a speed of 1 1/2 (rounded up) remaining engines turn cost is 3
Up to a speed of twice remaining engines turn cost is 4
etc

I may be terribly slow this AM, but I'm not getting this... can you give an example?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Simple momentum rules for you to review

A ship with 4 engines would have a turn cost and turn delay of
1 from 1-2
2 from 3-4
3 from 5-6
4 from 7-8
5 from 9-10 (cant turn without emrgency thrust)

A ship with 5 engines would have a turn cost and turn delay of
1 from 1-3
2 from 4-5
3 from 6-8
4 from 9-10

A ship with 8 engines would have a turn cost and turn delay of
1 from 1-4
2 from 5-8
3 from 9-10

Therefore a ship with 5 engines and a drift of 5 could order:

(5)DPDDPDD

This cost the ship 4 of its 5 available engine power (2 for each turn) and would be move forward 1, turn to port, move forward 2, turn to port, move forward 2.

This makes turning a bit more expensive but the fact the ships have free drift moves compensates.

Re: Simple momentum rules for you to review

This was a bit of a brainstorm and not very well explained. I will have a go at writing it up properly.

Re: Simple momentum rules for you to review

Ironchicken wrote:

A ship with 4 engines would have a turn cost and turn delay of
[snip]
This makes turning a bit more expensive but the fact the ships have free drift moves compensates.

Ahh... so you're basing the turn cost/delay on both the thrust rating AND the current speed?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Simple momentum rules for you to review

Yes, this seems to simulate maneuverability well without getting into the complexities of extra thrust to reduce turn modes. The effect of number of engines is non-linear, smaller ships with lots of thrust are faster and far more nimble.

I tried moving a couple of ships around on a map and it seemed to feel right and was not really any more complex than the standard rules.

The aim was to simulate the B5W pseudo momentum movement that I found was a good compromise between newtonian and SX vanilla.

Talking of newtonian.... his tree is in the grounds of my work (at least what is left of it, a cutting was grafted onto new root-stock when the original was dieing). Never bears any apples anymore though.

Re: Simple momentum rules for you to review

I like it, but the idea of having to recalculate the turn mod after every engine damage could be rough.  Of course, a handy chart with all the values already done for you really would help.

The other thing that I would do is make the max speed of ships be a bit higher, but I guess this is more on the size of the playing area than anything. 

One final thing is the turn delay.  Can the delay go over multiple turns?  Since ship orders are being recorded, it wouldn't be too much work to check the number of 'drifts' between turns.

I think it is sound.  It might be exactly what I am looking for to convert star frontiers to Starmada...

-Bren

Re: Simple momentum rules for you to review

First draft of the rules written reasonably properly. Should make sense now.

http://www.ironchicken.pwp.blueyonder.c … mrules.doc