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).

Re: SIMS (a home-brew movement system for Starmada)

Hmm.. I like.  Immediate reactions/concerns, for what its worth...

A Move 1 ship, at speed 12, takes 12 times as long to decelerate to 0 as a Move 12 ship...

but is exactly as agile?  IE, may turn the exact same number of hex sides as the Move 12 ship (that is to say, 1).

Also, any provision for a maximum speed?   I am concerned that the inability to turn at speed will not be an impediment for many navies.

All of that said, if I had to play vector, Id want somethign like this (I'm a cinematic junkie at heart, too much Star Trek).  I also do like the fact that unlike most vector-ish rules, you dont have turrets in space... you keep direction of travel tied to facing, which I do like.

Re: SIMS (a home-brew movement system for Starmada)

Marcus Smythe wrote:

Hmm.. I like.

Thanks!

Marcus Smythe wrote:

Immediate reactions/concerns, for what its worth... A Move 1 ship, at speed 12, takes 12 times as long to decelerate to 0 as a Move 12 ship... but is exactly as agile?  IE, may turn the exact same number of hex sides as the Move 12 ship (that is to say, 1).

This is one limitation. I am trying to think up a solution to this problem, but have not come up with one just yet.

Marcus Smythe wrote:

Also, any provision for a maximum speed?   I am concerned that the inability to turn at speed will not be an impediment for many navies.

None as of yet. Right now, Starmada has no "scale" per say with hexes. If, for example, you were to define a hex/round ratio of "light speed = 18 hexes per round" and limit ships to sub-light speeds (i.e.: nothing faster than 18) then you could do this... by default, however, no.

Marcus Smythe wrote:

All of that said, if I had to play vector, Id want somethign like this (I'm a cinematic junkie at heart, too much Star Trek).  I also do like the fact that unlike most vector-ish rules, you dont have turrets in space... you keep direction of travel tied to facing, which I do like.

Cool! Glad you like it.

Re: SIMS (a home-brew movement system for Starmada)

First Application Report:

Last night, I played two games with these as the movement rules. We used standard ships from the Starmada X and Brigade rulebook. the following observations seemed apparent:

    [*] At the speeds we tended to cruide (in the range of 6-9), movement became quite difficult to predict. This was a good thing! Maneuvering became a premium within the game. This made for a couple of rounds where ships could not use the big guns on their intended targets due to being out of arc or suddenly finding themselves out of range.

    [*] After the first game, we removed all restrictions on side-slips, with the exception of needing one hex of forward movement between each maneuver. This did not seem to create a problem.

    [*] The comment about ships being of equal nimbleness (i.e.: they can all make 1 turn, no mater if they have Engine-1 or Engine 12) was brought up a couple of times. I have to think about this one a bit and see if I can come up with a solution for it, as it is a bit counter-intuitive.

    [*] One proposed solution was to create a chart for each engine rating that indicated what sort of turning mode (a'la SFB) the ship had. Thus, all ships with Engine-W and travelling between Speed X and Y can turn after every Z-hexes of forward movement. We debating a bit about what that formulae should be, but broke up the session before a concensus could be reached. Personally, I thought that the need for such a chart would detract from the simplicity and elegance of the system; prehaps the Thrust-to-Turn = Speed argument is a better way to go here? Not sure; movement would lose that unpredictability factor pretty quick, that is for sure.

    [*] Fighters are problematic in this system (at least how they are currently defined).

      [*]In the first game, we did not change them at all. This made them much, much less effective. Up a ship's speed to 11+, and suddenly this became a game of cat-and-mouse.

      [*]In the second game, we changed the Engine-10 fighters have to thrust capable of accel/decel and gave them the nimble trait. This was really odd. The non-plotted movement combined with ships that were capable of easilly zipping about at speeds of 30 or more was a bad thing. They were the definition of teleporting ships with them being at outside of long range at the start of the round, and ending up on your ship that turn attacking it... then on the following turn being far out of range again... This needs to be addressed, and we are not sure how it will work just yet.

That was the thoughts of the first playtest of this system. Thanks for listening.

Note: the playing field we use is a gaming table I build that has two perminantly mounted Geo-hex maga-mats on it. This gives up a playing field of 42x54 hexes; the feel of this system may be drastically different on a smaller playing area. I would certainly be interestd in anyone else's thoughts on this system if they would be so kind as to play a game or two with it and report here on what they thought.

Thanks again!

Note: I have made some adjustments to the system based on the first game using it. I still need to figure out how fighters are going to work. Please let me know what you think, and if you have any ideas on how to address fighters, boarding pods, drones, etc.

Re: SIMS (a home-brew movement system for Starmada)

KDLadage wrote:

I thought that the need for such a chart would detract from the simplicity and elegance of the system; prehaps the Thrust-to-Turn = Speed argument is a better way to go here? Not sure; movement would lose that unpredictability factor pretty quick, that is for sure.

I would agree that charts = bad. However, I don't see why TURN COST = SPEED means that movement becomes unpredictible... ? It just means that ships aren't going to want to go too fast, otherwise they won't be able to turn at all -- which is in effect limiting your range of movement to your current engine rating, just like in the standard movement system, without actually legislating against faster speeds.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: SIMS (a home-brew movement system for Starmada)

cricket wrote:

I would agree that charts = bad. However, I don't see why TURN COST = SPEED means that movement becomes unpredictible... ? It just means that ships aren't going to want to go too fast, otherwise they won't be able to turn at all -- which is in effect limiting your range of movement to your current engine rating, just like in the standard movement system, without actually legislating against faster speeds.

Not unpredictable, and not predictable, per se. It means that movement becomes more predictable. I just really enjoyed the freedom of having ships with very fluid movement rates. It was nice.

Again, I think the "speed = thrust resquired to turn" is a good system, and one that is easy to work with. I would just advocate for smaller engines if my gaming group went that route -- so that the "cruising" speed of ships would be closer to 8 or9 instead of 4 or 5.

Re: SIMS (a home-brew movement system for Starmada)

Hmmm...comparing this to the similar "cinematic" system in Full Thrust, your speeds will tend to vary more from game turn to game turn because you're not spending thrust to turn, and your end positions are much more unpredictable because your turns aren't seperated by set distances and sideslipping lets you drift a lot for free.  That might or might not be a good thing...too much unpredictability renders narrow-arc weapons almost useless, and the weapon arc costs are ona  fixed scale.

If you really want to adopt a "turn cost = speed" idea, the movement options become much more limited, but turning is probably too restricted.  What about the almost-equally- simple "turn cost = half speed, round up" formula instead?

Re: SIMS (a home-brew movement system for Starmada)

Sideslips are free, but a requirement due to the abstraction that causes a reduced amount of detail in movement as distances are divided into discrete elements in a hex-based system. Still, limit them to pre-plotted movement, and with a hex of non-maneuvering between maneuvers and things are more "controlled" than they first appear.

As far as the use of thrust in turning to control speeds... this is a good point. I am making some more changes above... let me know what you think.

Re: SIMS (a home-brew movement system for Starmada)

I still prefer (in untested theory) the following:

Use MP to accelerate or decelerate. Turning costs <speed> MPs. Sideslips are interchangeable with forward moves. There is no special "Agile" or "Nimble" designation, but overthrusters exist as per previous editions of Starmada.

This system has no restrictions on when you can turn or sideslip. If you have 15 MPs, you're welcome to come about in one turn at speed 5.

Sideslips are, as David notes, necessary to eliminate hex grain issues; I believe that, using hexes, your facing/heading is an approximation, so you should be able to move in any direction that is within the approximate arc. It is technically more correct to not allow consecutive sideslips (so the approximate arc is 60 degrees wide rather than 120), but I'm willing to trade that amount of realism for lower predictability and simpler plotting.

As for fighters and other small craft, I'd prefer for them to just have 10 MP/turn with no inertia. I realize that a ship with a head start can therefore outrun faster fighters, but with a little handwaving this can be explained as a simulation of the fighters' limited fuel capacity. Since fighters are so fragile and simple, keeping track of speed for each flight seems like too much work.

I believe this has all the advantages of the system David proposes, while being simpler.

Counterarguments? Playtests that reveal fatal flaws?

Re: SIMS (a home-brew movement system for Starmada)

Played with this some over the last couple of days. The Agile and Nimble designations are unneeded.

The reduction in the size of engines is unneeded if using the 1/2 speed (round up) formula.

Calculations on "turn mode" are not needed; they are removed.

Plays well as written above.

Still need to see if anything can be done for small-craft -- I do not like setting a speed limit on fighters, but not ships... although this may become a needed abstraction when all is said and done.

Re: SIMS (a home-brew movement system for Starmada)

Why not set a speed limit of 10 for ships, to match fighters?

Re: SIMS (a home-brew movement system for Starmada)

Marcus Smythe wrote:

Why not set a speed limit of 10 for ships, to match fighters?

Because speed limits in (non Wells/Vern-era) space games, to me, feel wrong. Unless you establish a scale that sets "X velocity = Light Speed" then any other speed limit feels artificial. I would really prefer dealing with this disparity in some other way... I am just not sure how to do it just yet.

I mean... you could set a speed limit of, say... 30 hexes per turn and define this as light speed. This suggests a scale for Starmada -- something that has been avoided to date. Assuming a scale of 10,000km per hex, then one round is one second... 30 hexes per round = 300,000 km per round = light speed.

Set fighters at the 10 hexes they have now, but they are "effectively" inertialess to keep them simple. Other ships cannot go beyond a speed of 30; meaning that unless they have an Engine Rating of at least 15, they are not turning at that speed...

Re: SIMS (a home-brew movement system for Starmada)

KDLadage wrote:

I mean... you could set a speed limit of, say... 30 hexes per turn and define this as light speed. This suggests a scale for Starmada -- something that has been avoided to date. Assuming a scale of 10,000km per hex, then one round is one second... 30 hexes per round = 300,000 km per round = light speed.

If you're going to be "realistic" and set an upper limit as "light speed", then you need to account for other stuff, like mass increasing as the ship approaches "c", time dilation, etc.

And that's just silly. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: SIMS (a home-brew movement system for Starmada)

I think you and I may just have to agree to disagree at this point.  Space or not, I simply cannot become comfortable with any game where ships may, in the time it takes for the typical weapon to recycle, move from outside of even the most extended engagement range to point blank, or beyond.

Even modern fighter aircraft have trouble pulling this sort of boom and zoom in relation to one another (in light of missile ranges, I'll grant that gun engagement might well be difficult at a high speed face-on pass.  Im vaguely okay with the idea that things can move so fast that at least SHORT range weaponry might not get a firing opportunity) Nothing like it has existed, to my knowledge, in all of naval history.  I'm picturing Iron Duke at Jutland, coming over the horizon and flying past Fredrich der Grosse at such a speed that neither can lay guns on one another.  The image of Jellicoe waving jauntily to Scheer en passant is, however, amusing.

Also, it prevents space stations from defending themselves in any setting operating under those physics, because with an immobile target, it is a trivial matter to plot an ultra-high-speed 'jump to Range 1' with a small, disposable, likely remote-controlled vessel with no defenses and cataclysmic one-shot offense, point-blank.  *boom*  The lifespan of DS9 or Bablyon 5 in the face of a competent foe is essentially nil.

I completely understand your relucance to attach a 'scale' to SMX... and the 'reality' problems inherit in applying a speed limit, or non-vector-movement, to space battle.  I sympathize.  The parade of horribles outlined above may well be a realistic descriptor of what space battle in a universe with no real top speed, but a very finite weapon range, would look like.

It just doesnt feel right to me.

Re: SIMS (a home-brew movement system for Starmada)

Marcus Smythe wrote:

I think you and I may just have to agree to disagree at this point.  Space or not, I simply cannot become comfortable with any game where ships may, in the time it takes for the typical weapon to recycle, move from outside of even the most extended engagement range to point blank, or beyond.

Two reasons why I think you might be worrying too much:

1) Remember that Starmada is played under artificial constraints -- i.e., the game board itself. Any ship that accelerates to the point where it can move from maximum weapons range to point-blank in a single move will end up flying off the opposite edge of the board, thus being "destroyed" itself.

2) A ship that does such a "Picard Maneuver" cannot surprise the enemy and destroy it unawares -- while firing at point-blank range, it is itself vulnerable to return fire.

This isn't to say that you are "wrong" -- there's no such thing. smile

Your preference is for wet-navy type engagements, with big ships firing big guns at each other -- that's great. I happen to lean more towards inertial/vector movement (for space gaming, anyway). But if both systems can be supported within the game, I consider that impressive...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: SIMS (a home-brew movement system for Starmada)

And I agree. A speed limit may be what I end up going with if all else fails. But I am reluctant, and for the reasons I said.

Iron Stars, for example, sets an upper limit on speed by stating that only 50% of the inertia is maintained from round to round. Using such a system in an inertia based movement scheme in Starmada would bmean that, if I have an Engine Rating of 10, my maximum speed is:

    [*] Starting=00 - Carried over=00 - Accel=10 - Speed=10.
    [*] Starting=10 - Carried over=05 - Accel=10 - Speed=15.
    [*] Starting=15 - Carried over=07 - Accel=10 - Speed=17.
    [*] Starting=17 - Carried over=08 - Accel=10 - Speed=18.
    [*] Starting=18 - Carried over=09 - Accel=10 - Speed=19.
    [*] Starting=19 - Carried over=09 - Accel=10 - Speed=19.
    [*] Starting=19 - Carried over=09 - Accel=10 - Speed=19.
    [*] Starting=19 - Carried over=09 - Accel=10 - Speed=19.
    [*] Starting=19 - Carried over=09 - Accel=10 - Speed=19.

And this ship can maintain a speed of 19 by keeping full bore on the engines; otherwise, it begine to slow down. This works well in an environment where you are using vern-like/wellsian physics.

So... what "hand-waving" works best to create a pseudo-plausable speed limit in the modern world's knowledge Einsteinian physics? I cannot think of any that maintain some semblance with inertia and offer up a solution to speed limits without being a hard-cap on such things that are rules directed, instead of a consequence of the rules themselves.

Any suggestions on how to impose a speed limit without just saying that a ship cannot exceed "X" hexes per turn? I mean, if you say "10" for example, then several of Rich Bowman's designs are pointless, as they have engine ratings that exceed 10.[/list]

Re: SIMS (a home-brew movement system for Starmada)

KDLadage wrote:

Any suggestions on how to impose a speed limit without just saying that a ship cannot exceed "X" hexes per turn? I mean, if you say "10" for example, then several of Rich Bowman's designs are pointless, as they have engine ratings that exceed 10.[/list]

I still don't understand why a speed limit is necessary. Speeds will be inherently limited by two factors:

1) The size of the game board, and

2) The increased cost of maneuvering at higher speeds.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: SIMS (a home-brew movement system for Starmada)

cricket wrote:
KDLadage wrote:

Any suggestions on how to impose a speed limit without just saying that a ship cannot exceed "X" hexes per turn? I mean, if you say "10" for example, then several of Rich Bowman's designs are pointless, as they have engine ratings that exceed 10.[/list]

I still don't understand why a speed limit is necessary. Speeds will be inherently limited by two factors:

1) The size of the game board, and

2) The increased cost of maneuvering at higher speeds.

I am not convinced one is needed. I am just thinking via keyboard.

So... what do you think of this system as it stands?

Re: SIMS (a home-brew movement system for Starmada)

As Dan has said, your gameboard will constrain the (practical) movement allowances.
Also, if the movment were, in effect, going to be increased, via a method similar to SIMS, couldn't weapon ranges also be increased? Right now I believe there's a theoretical maximum. Couldn't you just do away with that, and let *any* ranges be used? The point costing should be able to handle that.
Marcus, you're historical analogy is a good one. But I'm thinking that in the future, effective weapon ranges will probably keep pace with ship speeds, so that the two will remain relative (no pun intended).
smile
Kevin

Re: SIMS (a home-brew movement system for Starmada)

cricket wrote:
Marcus Smythe wrote:

I think you and I may just have to agree to disagree at this point.  Space or not, I simply cannot become comfortable with any game where ships may, in the time it takes for the typical weapon to recycle, move from outside of even the most extended engagement range to point blank, or beyond.

Two reasons why I think you might be worrying too much:

1) Remember that Starmada is played under artificial constraints -- i.e., the game board itself. Any ship that accelerates to the point where it can move from maximum weapons range to point-blank in a single move will end up flying off the opposite edge of the board, thus being "destroyed" itself.

2) A ship that does such a "Picard Maneuver" cannot surprise the enemy and destroy it unawares -- while firing at point-blank range, it is itself vulnerable to return fire.

This isn't to say that you are "wrong" -- there's no such thing. smile

Your preference is for wet-navy type engagements, with big ships firing big guns at each other -- that's great. I happen to lean more towards inertial/vector movement (for space gaming, anyway). But if both systems can be supported within the game, I consider that impressive...

1.)  Fair enough.  I should have decoupled the 'unlimited acceleration' issue from the 'fixed map' issue.  In my experience, it is the players who want to not face a speed limit who are most likely to also insist that, for realisms sake, the map should float.  Heck, I like the tank-treads movement, but I still like floating maps.  No walls in space...

As for inertial-vector type stuff... as long as people stay to sane speeds, I'm not picky.  I live in Arkansas, Im stuck playing any way I can...

2.)  Its not that theyll die.  Its that their cheap, their target is expensive, and theres no defense.  Which means that under those physics, Bab5 and DS9 dont get built (at least not as military units). 

This actually fits some fluff backgrounds (truely immobile space units were basically honorverse targets...)

Re: SIMS (a home-brew movement system for Starmada)

KDLadage wrote:
cricket wrote:
KDLadage wrote:

Any suggestions on how to impose a speed limit without just saying that a ship cannot exceed "X" hexes per turn? I mean, if you say "10" for example, then several of Rich Bowman's designs are pointless, as they have engine ratings that exceed 10.[/list]

I still don't understand why a speed limit is necessary. Speeds will be inherently limited by two factors:

1) The size of the game board, and

2) The increased cost of maneuvering at higher speeds.

I am not convinced one is needed. I am just thinking via keyboard.

So... what do you think of this system as it stands?

In case my earlier criticism muddied the water, as it stands, I like it rather alot.  Simple, does the job, and I agree that flying off the board might well keep things under control... and it does a bang up job of making it hard to just lay your AB arc on the other guy and barrel into him...

Re: SIMS (a home-brew movement system for Starmada)

underling wrote:

As Dan has said, your gameboard will constrain the (practical) movement allowances.
Also, if the movment were, in effect, going to be increased, via a method similar to SIMS, couldn't weapon ranges also be increased? Right now I believe there's a theoretical maximum. Couldn't you just do away with that, and let *any* ranges be used? The point costing should be able to handle that.
Marcus, you're historical analogy is a good one. But I'm thinking that in the future, effective weapon ranges will probably keep pace with ship speeds, so that the two will remain relative (no pun intended).
smile
Kevin

We have experimented with ships that had weapon ranges as large as 33 hexes (I have a large gaming table). It worked just fine.

Re: SIMS (a home-brew movement system for Starmada)

There are only two things I would change:

1) Get rid of moving one space between turns. Is there a reason for this rule? It feels like a holdover from tank movement.

2) Use speed, rather than ceil(speed/2) as the turn cost. I'm still open to argument here, but it seems good to me if turning is difficult -- makes arcs matter.

Re: SIMS (a home-brew movement system for Starmada)

May a ship both accelereate and decelerate in the same round?

Let us assume two ships, each with 6 MP and a current velocity of 3.  Neither turned on the previous round, so they may turn freely as their first movement.

Both see 'something awful' dead ahead, and want to get as far away from it as possible.

By retaining its current speed, Ship 1 may turn 1 starboard (2 MP), move forward 1, turn 1 starboard (2MP) move forward 1, turn a final time to starboard (2MP) and drift forward that last hex.  Its pulled a 180*, is 2 hexrows over from where it started, one hexrow 'behind' where it started, and headed away from 'something awful'

Ship 2, cunningly, goes slow to go fast.  He declerates by 1 (curring his velocity to 2 and his turn cost by 1).  He then makes the same series of moves and starboard turns as his cousin, while at speed 2.  After his last turn, he uses his 3 remaining MPs to floor it, ending up on the same hexrow and heading as ship 1, but 2 hexes further away from 'something awful'

Possible as you see it?

*edit*
And in SIMS, may a ship 'decelerate' beyond speed 0, such that it has a negative velocity (IE, is in reverse, not a realspace 'negative' velocity, which would be.. very strange)

Re: SIMS (a home-brew movement system for Starmada)

mundungus wrote:

There are only two things I would change:

1) Get rid of moving one space between turns. Is there a reason for this rule? It feels like a holdover from tank movement.

2) Use speed, rather than ceil(speed/2) as the turn cost. I'm still open to argument here, but it seems good to me if turning is difficult -- makes arcs matter.

1. It is a hold over, and keeps ships from spinning like tops. I would like to see some arc in the moment. I will consider it though... some more testing this weekend.

2. I am considering it. Right now, I like them to have some maneuverability at higher speeds (meaning in the 6-9 range). If I do that -- change the cost of turns to = speed -- then I would want to reinstance the smaller engine rule (change the 3 in the engine formula to a 2).