"Starships Movement Demo" Topic
6 Posts
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Meiczyslaw | 04 Jun 2014 8:54 p.m. PST |
On the advice of folks smarter than me, I've put up a short (three minute) video on how movement works in PFM's Starships. Link: youtu.be/4__MdrA0zlg |
Captain Gideon | 04 Jun 2014 9:25 p.m. PST |
I can tell you that in the rules I play which are StarBlazers Fleet Battle System and FASA Star Trek movement is different. I think in some games simple is better IMHO. However I did like your 3 minute video can you tell me what ship miniature that was? |
Meiczyslaw | 04 Jun 2014 9:36 p.m. PST |
I agree with you about simplicity. If I were to design a game (like Star Fleet Battles) that's built around ship systems and energy allocation, then I'd simplify the movement system. Because realistic movement is the core of my game, it's the other bells and whistles that are simplified. If there's complexity in a rule — for example, direct fire has firing arcs and blind spots — it's because the rule affects how you move. The spaceship is a Kharadorn destroyer from the Cold Navy line. That particular model is one that was produced by Xtreme Hobby back in the day. The line is currently produced in resin by Ravenstar Studios. My review of the models I have is here (with pictures and links): link |
Who asked this joker | 05 Jun 2014 10:37 a.m. PST |
Same system as the Traveller module "Mayday". Mayday uses hexes though but that is where the difference really ends. |
Meiczyslaw | 05 Jun 2014 6:50 p.m. PST |
It's news to me, but I can't say I'm surprised. Traveller is like that. Me, I was ripping off Asteroids.
Hexes? Really? Was that, "count hexes along this grain, and then hexes along this grain?" |
TheBeast | 06 Jun 2014 8:18 a.m. PST |
It's used in several old games. Pretty sure it was in Delta V in SPI's Universe setting. I think GDW used it long before Mayday. Triplanetary? It's been awhile since I played, but I believe BITS used it in Power Projection, also Traveller, but without the hexes. In the hex versions, you use three chits: past position, current position, future position. You set the future to the same offset between past and present, then you modify future by thrust. Move past to current, current to future, rinse, repeat. It's sometimes done with two markers, but I like three just for the 'where was I?' factor. Doug |
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