Re: Tactics in Design-your-own-ships games
I think that since most ships can turn quite quickly, there isn't any penalty for sticking all your guns out the front arcs. Under most conditions, it is very difficult to be out of the arc for someone to shoot at. It gets worse once you have a lot of ships. There are a couple of ways to handle this and here are the two ideas that I was toying with.
1. Split MP into Thrust points and Maneuvering points. Thrust points are only for determining the speed a ship goes. The cost for Maneuvering points are worked out based on the size of the ship and are used to actually turn the ship. I was going to use this for a Star Frontiers conversion.
2. The cost for a turn in MP is equal to the number of previous turns made +1. Thus the first turn is 1 MP, the second turn is 2 MP, and third is 3 MP and so on. A ship must move one space between turns. Thus, a 180 degree turn will cost a minimum of 8 MP.
For my conversion, I really wanted to make something like option 1, but for ease of play (and less tinkering of the design process), I would go with option 2.
-Bren