Topic: Spin

So if I am moving at speed X and dont change my speed on the next turn I will continue to move at speed X...but can I spin on my axis? And how much does it cost per hex facing?

Oh and if not why???

rob

Re: Spin

rob wrote:

So if I am moving at speed X and dont change my speed on the next turn I will continue to move at speed X...but can I spin on my axis? And how much does it cost per hex facing?

Oh and if not why???

rob

Rob...if you're moving speed X, do not apply thrust and wish to only turn 180 degrees (spin on the axis as I understand it) simply plot your turn as "U".  Since it's the sum of the speed on the previous turn and the thrust used this turn, applying no thrust costs only the thrust points equal to the speed.  So if you were doing speed 5 last turn, plotted only U this turn with no thrust, you would need 5 thrust to be able to make that maneuver.

Re: Spin

rob wrote:

So if I am moving at speed X and dont change my speed on the next turn I will continue to move at speed X...but can I spin on my axis? And how much does it cost per hex facing?

Oh and if not why???

rob

You can move in one direction and shoot in the opposite direction by using engine rating to do a 'pivot' (1 point per hex - see optional rules).  However, to make the rules simple at the end of the turn, your ship's facing is put back to the direction of the momentum. So, you must pay that 'pivot' cost each turn you want to fire in a direction you aren't facing.  Simply put, your momentum is always in the direction your ship is facing (less counters to track).

-Bren

Re: Spin

Technically, there is no momentum, ships basically "reset" at the beginning of each turn.

Remember this isn't vector movement.

Re: Spin

jimbeau wrote:

Technically, there is no momentum, ships basically "reset" at the beginning of each turn.

Remember this isn't vector movement.

That's true in a technical sense, but a ship that has a 'speed' from last turn does have a momentum of sorts since if you plot the same from the previous turn, you use 0 engine points.  But, lets not fight over this minor issue...

-Bren

Re: Spin

no, I think it's important, and you've got it nailed down.

the hard part is that this is essentially a brand-new system and will take some getting used to. 

I'm looking forward to the games*, personally.

[edit]
At Origins
[/edit]

Re: Spin

go0gleplex wrote:

Rob...if you're moving speed X, do not apply thrust and wish to only turn 180 degrees (spin on the axis as I understand it) simply plot your turn as "U".  Since it's the sum of the speed on the previous turn and the thrust used this turn, applying no thrust costs only the thrust points equal to the speed.  So if you were doing speed 5 last turn, plotted only U this turn with no thrust, you would need 5 thrust to be able to make that maneuver.

I was thinking more along the lines of spining one or 2 hex sides while continuing in to travel in the direction your momentum dictates. The more I think about it the more complex it seems to become.

Re: Spin

rob wrote:

I was thinking more along the lines of spining one or 2 hex sides while continuing in to travel in the direction your momentum dictates. The more I think about it the more complex it seems to become.

Look under Pivots in the opinional rules.  It should fit the bill nicely.

-Bren

Re: Spin

rob wrote:

So if I am moving at speed X and dont change my speed on the next turn I will continue to move at speed X...

True. But remember, you still need to write "X" in the movement orders, not zero.

but can I spin on my axis? And how much does it cost per hex facing?

Oh and if not why???

Yes, you can using the pivot optional rule.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com