Topic: SIMS (a home-brew movement system for Starmada)
I was asked what my current in-development SIMS movement system is like and how it works. So here goes:
SIMS stands for Simple Inertia-based Movement System. It is based somewhat on my (albiet, rusty) recollection of the standard movement system from Full Thrust. Here is how it works:
- [*] Ships are built just as they are now. No changes in the ship design system are recommended. Ships have an Engine Rating. This rating determines a ship's movement points (MP).
[*] Ships may use MPs to accelerate or decelerate. Acceleration and deceleration each require 1 MP per hex/round to achieve. For example: a ship with an Engine Rating of 4 has 4 MP to spend each round. These points can be used to accelerate or decelerate by up to 4 hexes each round.
[*] Ships maintain inertia. For example: if a ship is travelling at a speed of 5 hexes/round this round, it will continue to do so until it accelerated or decelerates.
[*] Ships may make any number of side-slips each round. It costs no thrust to make a side-slip. Side-slips can take place at any time in the round just so long as the ship has travelled at least one hex since the last side-slip it made.
[*] Ships may use MPs to turn. Each turn is a shift in direction of 60-degrees (one hex facing). The number of MPs required to perform a turn is equal to 1/2 of the ship's current velocity (round up). For example: a ship with an Engine Rating of 4 has 4 MP to spend each round. These points can be used to turn the ship. If the speed of that ship is 3 hexes/round, then the cost in MP to turn the ship is 2 MP.
[*] Ships can make any number of turns each round. It costs MPs to make a turn. As long as the ship still has MPs available, it can continue to make turns. Turns can take place at any time in the round just so long as the ship has travelled at least one hex since the last turn it made.
[*] A ship can perform maneuvers only if it has at least 1 MP available that round. In other words, if the ship has no engine remaining, and thus, no MP to spend, it cannot turn or perform side-slips..
[*] Movement plots are still made. A movement plot looks like this: AD (SP) ORDERS where:
- [*] AD = Acceleration or deceleration
[*] SP = Speed
[*] ORDERS = Movement orders
[*] Movement orders include straight movement (numbers), turns (S or P), and Sideslips (R or L). For example: A typical movement order for a ship that was moving in the previous turn 3 hexes/round and has an Engine Rating of 6 might look like this:
+3 (6) 1PR2R1
This ship is accelerating by +3 hexes/round to a speed of 6. Turning at this speed would require 3 MPs (which the ship has available); so it does. This leaves this ship no MPs available for turns. It can, however, side-slip (and does twice!) as indicated... The next round's plot might look like this:
-3 (3) SR1
The ship decelerates to a speed of 3! At this speed, a turn will only cost 2 MP (the ship has 3 MP available). The ship turns to the starboard side (leaving 1 MP), and cuts inward with a side-slip! The last hex at this point has to be a straight movement.
ADVANTAGES
- [*] This system is relatively quick and easy to impliment within the rules of Starmada.[*] It is not nearly as math intensive (or chart intensive) as most true or pseudo vector systems.[*] It does not require a second counter on the board for each ship to indicate its vector.[*] This system gives ships a more fluid movement than the current "tank-based" system that is Starmada's default.[*] The system results in the ability to out-maneuver your opponent much more than the current "tank"-like system; this should result in the usefulness of arcs beyond the AB more than the current system.
DISADVANTAGES
- [*] It is not as simple, and easy to grasp as the standard Starmada movement system.[*] It is not as realistic as most true (or even most pseudo) vector systems.
Edit: Made some changes based on the first playtest of the system.
Edit: Made some additional changes based on feedback provided in this thread.
Edit: Made some additional changes based on feedback provided in this thread (removed the Agile and Nimble designations).