Born of my frustration wet navy/Full Thrust clone space games, I've challenged myself to make one that I like.
OK, sorting out movement is my challenge for this week. I'm borrowing heavily from GDW's Triplanetary - sans hex grid and grease pencil. You need to measure 1 or 2 times; using a hex grid would speed up the process considerably.
I'm going to explain it with a series of pictures. You will need 3 counters per ship. One counter is under the ship base at all times. I'm using EM4 tiddlywinks as they are cheap and fit perfectly under a 'standard' hex base (available GZG or EM4).
Once the movement process is completed only 1 counter is visible so you aren't overly cluttering up the game table. Obviously you could put a name or code on each ship's set of counters so you don't confuse them.
Ok, here we go:
You may need your tape to measure the thrust distance.
I've run through the process a few times and it seems relatively fast (about 30 sec per ship); definitely much faster than writing down orders a la Full Thrust. I think a player could handle over a dozen ships moved like this with ease, though the counter out in front of each ship could get annoying. I think I might make black counters to match the space mat and simply do a ship code in white on the counter, instead of using bright counters like in the example.
Not sure about fighters and missiles using the same system though - I will probably either abstract their movement or give them a "fixed" thrust and velocity so you simply have to shift one marker.
This week I will try to tidy up movement rules including facing, and add planets and terrain movement rules. If time, I will look at initiative and reactions, or "Anything but IGOUGO"