Topic: POLL: Movement systems

Just wondering... do you typically use the standard Starmada movement system, the Starmada vector system (Appendix D), some other non-vectored movement system, or some other vector-type movement system?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: POLL: Movement systems

And if you choose "other...", please explain. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: POLL: Movement systems

I have traditionally used a vanilla vector system (destination markers, 1 MP to turn or accelerate in the direction of facing). I might be willing to use something a bit closer to airplane movement if (a) it allowed building up speed over several turns and (b) it didn't allow ships without a LOT of MP to make high-speed snap turns.

Re: POLL: Movement systems

I voted other. I have traditionally used some flavor of "pseudo-vectored" movement (such as the PVM system I posted some months back).

However... I am going to be testing is a "pseudo-Full-Thrust" movement system I call "SIMS" (Simple Inertia-based Movement System). I should have a full report of its effects on the game after this weekend...



EDIT: Description of the workings of SIMS has been eliminated to reduce thread hijacking.

Re: POLL: Movement systems

I'm a user of the FT cinematic movement.  :oops:

Though I am experimenting with my own version of a pseudo vector type.

Re: POLL: Movement systems

FT cinematic movement. ('other non-vector')

Re: POLL: Movement systems

KDLadage wrote:

However... I am going to be testing is a "pseudo-Full-Thrust" movement system I call "SIMS" (Simple Inertia-based Movement System). I should have a full report of its effects on the game after this weekend...

Gosh, KDL... how does that system work? (In another thread, please... smile )

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: POLL: Movement systems

My 'other non-vector' is a modified SMX non-vector.  Basically, every ship gets a 'turn mode' of 2 (must move forward 2 spaces per turn), may sideslip every other move for 1 MP, and sideslips count for fulfilling the turn mode.

Yeah, yeah, SFB.  But it cuts down on the 'instant 180' problem of basic SMX movement, while keeping what I consider a proper ratio of speed to range (such that a long range gun may be closed up in around 3 turns by a fast ship, and in 4-5 turns by a 'normal' speed ship)

Re: POLL: Movement systems

FT cinematic for me too.

John

Re: POLL: Movement systems

Unfortunately, while I'd love to do a vector style system, none of the ones I've seen are any good. They all require markers on the table or unwieldy charts. And while I try and do a vector movement system myself, I always get bored halfway through.

Re: POLL: Movement systems

And another for FT cinematic movement.

Re: POLL: Movement systems

Rich Bowman just asked me if this poll is closed; he wanted to vote in it, but it just shows him the results instead...

Re: POLL: Movement systems

KDLadage wrote:

Rich Bowman just asked me if this poll is closed; he wanted to vote in it, but it just shows him the results instead...

No, it's not closed. But I don't believe Mr. Bowman's membership is active at the moment... I will try to fix that.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: POLL: Movement systems

I am curious, how do those Starmada players who use Full Thrust vector movement, etc. handle overthrusters :?:

Re: POLL: Movement systems

So where are all the "regular starmada movement" people?

Vote, darnit vote!

(I suppose they're on the yahoo group)

Re: POLL: Movement systems

Only one player in our group likes overthrusters... The way we handle it is it gives him an extra hex-side of turn during his mid movement turn, or instead of a one hex facing change at the end of movement, he can have two. As a help with the movement system, we allow all ships to adjust their facing one hexside in either direction for figuring fire arcs (assumes that they were using thrusters to shift slightly while moving). With overthrusters, you can either force a ship into a tighter turn, or bring your weapons to bear a bit easier...... so far, it works for us, although if someone has a better idea, please put it up.

John