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"Full Thrust Vector Movement" Topic


6 Posts

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1,217 hits since 3 Aug 2014
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Comments or corrections?

tmason03 Aug 2014 8:06 p.m. PST

I have just posted a short solo scenario to try to explain how vector movement (inertia) works in full thrust.
ozkriegspiel.blogspot.com.au

This is not to say the rules from GZG are unclear, just to give an example in case anyone wants to try a walk through.

I prefer the vector rules to cinematic movement as it sets space ships apart from aerial fighters or wet navies.

dmebust04 Aug 2014 7:56 a.m. PST

Agreed

TheBeast Supporting Member of TMP04 Aug 2014 9:21 a.m. PST

I'm all about *swoosh*, but never really gave a chance to nor tried to get the hang of vector.

Thanks! I'll give 'em another go.

DOug

Gonsalvo04 Aug 2014 4:55 p.m. PST

The system used on Galactic Knights works well and is simple enough if you don't mind the use if the drift markers.

TheBeast Supporting Member of TMP05 Aug 2014 6:15 a.m. PST

True, if I understand right, it's similar to Mayday and Delta Vee from late 70's, early 80's, assuming one's good with playing on hexes.

I've heard new players find FT Vector easier than FT: Cinematic if they start with it, but I'm still more comfortable with the latter.

Doug

chromedog05 Aug 2014 10:49 p.m. PST

I found vector movement easier than cinematic, and I wasn't the best maths student. :D

I still don't understand several important mathematical constructs, but that didn't stop me enjoying and grasping this aspect.

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