Topic: "momentum" question
My wife and I played our first Starmada game on Saturday. We each had two hull 4 ships. It seemed pretty deadly to me once we got in range. The game went pretty quickly, which was good, since it was our first. That's promising. (I'm coming from Full Thrust, which I like. I heard enough good about Starmada to want to check it out, which is why I've been around for a bit lately.)
One of the things I assumed I'd want to change is that velocity doesn't carry over from turn to turn. I don't want a real vector system, just enough to make things feel spacey. (I'm happy with the FT cinematic mode.) On TMP, some people said they just glue momentum on top of the Starmada rules. How many people do that? How well does it work?
One question I have is whether I'll even miss it if I don't add it in. I assumed I would. (The BFG system freaked me out with how it handled movement.) Maybe it is just because we were getting used to things, but I didn't really notice it that much.
A problem with just using the number of engines as the amount you can change thrust by is that the velocity changes would be large relative to current rule velocities.
Another problem is the implementation. I assume that the carried-over velocity has to be applied to forward movements (including sideslips). My wife found the orders and movement system simple, and I'm not sure it would be so if there was a constraint to make sure that forward movements had to add up to the current velocity (which was adjusted from last time). It seems a magnitude higher in complication.
Did anyone else get into the game thinking they'd need a momentum house rule, and then change their mind? Anybody doing something different to implement some sort of momentum? I think I don't want ships to be able to go from going quickly forward to moving backwards or turning on a dime. But compared to current speeds, engines of 5 or 6 would be making pretty big accelerations and decelerations already.
Thoughts?
thanks
andy