Topic: SX Movement (continued from New to SX...)
This discussion seems to have some legs so I thought I'd move it to it's own thread rather than derailing the New to SX thread.
I recoil in horror from trying to gauge clock-facings for every friggin' damn turn.... to each, his own, I suppose.
Heh. I don't see why clock facings should be so difficult? If they're printed or marked on the minis base they are very easy and fast to use (just put your finger or another marker next to one and then rotate the mini until you get to the one you want).
Not saying you should go that route (to each their own, and all) but I just don't see the difficulty in gauging the clock faces when you don't really have to gauge them when they're properly marked.
Also, any game that has ship-to-ship space combat in it is already wildly unrealistic, and anyway, what's so bad about abstracting movement orders really?
Well my take on it is that pretty much no matter what game you're playing, from the simplest (Sky Full of Ships maybe?) to the most complex (probably Attack Vector: Tactical, though I haven't played it) you are making concessions to reality somewhere - it's just a matter of where you want to draw the line.
For my purposes I mostly want something that "feels" right. Part of feeling right is that I shouldn't have to expend thrust to move every turn. SX's vector move does have a better feel than SX's Cinematic move, I just find FT's Vector move to be about as close to perfect as you can get in a space combat game.
It's relatively realistic, it takes into account your facing, your heading and your speed, and is simultaneously very intuitive and easy to use and by it's very existence proves that a decent Vector move system does not have to be complicated.
Not trying to start a fight, BTW. Just saying
Of course not. I'm perfectly happy discussing this as long as it stays civil - I think we can disagree without being disagreeable.