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

Re: "momentum" question

andyskinner wrote:

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?

I'm a big fan of the momentum rules in Iron Stars (of course, I would be since I wrote 'em smile ). It would seem to be a small matter to layer that system into Starmada.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: "momentum" question

Hmm, I'll take a look at that.  Seems maybe someone pointed me there before, and I don't think I ever did.  I must have forgotten.

Thanks, looking now.

andy

Re: "momentum" question

For myself, I'd probably use the Renegade Legions: Interceptor movement rules.  One of the best vector movement systems out I've had experience with....though Dan's IS rules are pretty simple too. smile

Re: "momentum" question

Hmm.  The main thing I'd want to get from that is (I think) the idea of specifying a minimum and maximum speed, based on movement last turn and current thrust.  I'd been thinking of computing the new speed and then figuring out the maneuvers and forward movements, but the min/max idea might simplify that.  Thanks.

I don't think I'm interested in the momentum as half the speed from last time, although that brings to mind the ether in which the Iron Stars ships fly.

thanks
andy

Re: "momentum" question

We've been using the Newtonian movement rules here without any problems for a couple of years:

http://www.lclark.edu/~drake/starmada/maxburn.pdf

Re: "momentum" question

mundungus wrote:

We've been using the Newtonian movement rules here without any problems for a couple of years:

http://www.lclark.edu/~drake/starmada/maxburn.pdf

that's all fine and good, but when is someone gonna come out with easy-to-use Einsteinian movement rules?

big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: "momentum" question

I spent an hour or so this afternoon pondering this problem, and here's the best I could come up with.  I was looking for something that would have the least mathematical figuring involved and the least amount of record keeping.  It sounded simple in my head, but putting it on paper wasn't as easy as I'd hoped.  Anyhoo, I couldn't explain it without using diagrams, so a PDF is attached explaining how I was conceptualizing it.

Thanks,
jav98

Re: "momentum" question

Yeah, old thread...I'm on too many lists, blame Yahoo...

cricket wrote:
andyskinner wrote:

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?

I'm a big fan of the momentum rules in Iron Stars (of course, I would be since I wrote 'em smile ). It would seem to be a small matter to layer that system into Starmada.

I'm thinking that you could easily do a lot of starship conversion to Iron Stars, not just use the movement system....

Is the tea ready yet?