tag:blogger.com,1999:blog-8394074963215462822.post3442840922020582001..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Delta Vector Spaceship Game 2.0: Making DecisionsevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-8394074963215462822.post-77677164140275023732019-05-17T09:12:24.832-07:002019-05-17T09:12:24.832-07:00Good game, good Fighters, good Missiles & Dron...Good game, good Fighters, good Missiles & Drones and overall an interesting game.Vector Arthttps://www.absolutedigitizing.com/tags/vector-art/noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-10287056248549662342015-04-15T21:10:01.424-07:002015-04-15T21:10:01.424-07:00I'm not particularly striving for hard sci fi ...I'm not particularly striving for hard sci fi at all, rather than "not WW2 in space." Real space combat would be extremely boring. I'm just being different - only I do insist on vector movement as it is a key aspect defining space as space.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-455354993823431382015-04-15T21:07:41.336-07:002015-04-15T21:07:41.336-07:00The idea is from "Lost Fleet" and yes it...The idea is from "Lost Fleet" and yes it serves two purposes; to cap speed, and to make maneuver important i.e. it IS possible for a small fast ship to accelerate to a speed and angle from another ship as to be mutually unhittable. Big ships could not easily use the tactic. It's another one of my "make escorts useful" ideas mixed with the idea from Lost Fleet.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-74913533897900641462015-04-15T18:44:26.183-07:002015-04-15T18:44:26.183-07:00Putting light speed at 20"/turn is a somewhat...Putting light speed at 20"/turn is a somewhat strange way of limiting movement from getting out of hand (thinking of 'ground scale' and relativistic effects, here). Particularly if moving towards each other at any speed makes it harder to fight… <br /><br />One one hand it is a good way of making a 'vector movement' game not require a huge table and still allow a fair variety in acceleration rates and so on.<br /><br />On the other hand I feel the particular numbers you have chosen will make it very viable for fast ships to charge at the enemy to avoid being shot until they get close… which isn't necessarily what you want in relatively hard space combat rules. mejobohttps://www.blogger.com/profile/16642353323770579248noreply@blogger.com