Topic: Vector Movement Rules

We have been thinking about experimenting with a vector movement system in our Starmada games.  I have a couple questions for those of you who may have played around with this concept.

#1 How does the vector movement system in Starmada X change the 'feel' of the game?   Does manuevering become any more important?  What other differences do you notice?


#2  Somerwhere out there I saw some folks were using Full Thurst rules with Starmada.  Has anyone on this forum tried that (or something similar)  Impressions??

thanks!

Re: Vector Movement Rules

Richard Rognlie wrote:

I helped Dan with those rules years and years ago.   And I like them
(Appendix B).  The hardest part is remembering what your current moment of inertia is (direction and magnitude) vs. your facing.

That was a long time ago, huh? smile

I prefer the vector movement to the "normal" rules. But I can't get anyone else to play that way...

As far as using the Full Thrust system, I'm not sure why you'd bother. It adds complexity for no real benefit -- the system is no more realistic than the basic Starmada one.

But, to each his own, I suppose.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Vector Movement Rules

To be honest, we like the idea of ships careening around, practically out of control, and occasionally slamming into an asteroid 8)   Personally I am thinking of a system more like the old Triplanetary, but with more acceleration.

So far most of our games have been decided at longer ranges, with virtually all the shooting in the ab arc.  Hoping to add more of a manuever element to the game.


So how does the game play with any vector system?  Any thoughts?