Momentum-Based Movement

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Momentum-Based Movement

Postby woodwardiocom » Thu May 15, 2014 9:43 am

I have some concerns about the existing "Move your ship" rules, so this is a quick draft of an alternate system. I invite testing; the current cruise control rule found in v0.4 will be all the better if it is tested against something different.

Momentum-Based Movement
On p6 of v0.4 of the MF0:IO playtest rules, replace the "Move your ship" section with the following. Significant changes are in bold.

Move your ship
Your ships begin the game with a Speed of 4, straight forward. Keep track of Speed for each ship from turn to turn via a die on its base, a record sheet, chits, or any convenient method.

On its turn, your ship will move straight forward a number of units equal to its Speed if you don't maneuver it. Allocate a green die or remaining white die to maneuver the ship. Each pip on your maneuver die allows you to pick one:

• Click any single hinge on the ruler once (for all ships and HVAs) or twice (for frigates). Ships and HVAs may not click a single hinge more than once in a turn.
• Increase the Speed of the ship by 1.
• Decrease the Speed of the ship by 1. Ships may not reverse.
• Avoid a collision with space debris.

After the ship has moved, change the record of its Speed to the new value. It will begin its next turn with this Speed.

A ship that begins its turn with a Speed of 0 may use the rules above to accelerate, or it may turn in place. A ship or HVA may turn a number of ruler clicks (22.5 degrees) equal to half the number of pips on its maneuver die, rounded down. A frigate may turn a number of clicks equal to its maneuver die. The ship may rotate around any point inside its base, the same point for every click, and all rotation must be in the same direction (clockwise or counter-clockwise). If it comes into contact with space debris during rotation, it may spend a click to avoid the collision. It may not accelerate on the same turn after turning in place; its Speed remains 0.


(The two paragraphs pertaining to frames, and the remaining rules, are unchanged.)

Thanks for your consideration and time...

-JW
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Re: Momentum-Based Movement

Postby woodwardiocom » Thu May 15, 2014 12:19 pm

Another thought: If ships seem to be too maneuverable and controlled using Momentum-Based Movement, try adding the following:

Ungainly Ships Rule: Ships use d4s (not d6s) for their green dice, if any. If a ship uses a white die with 5 or 6 pips as its maneuver die, treat it as having 4 pips.

-JW
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Re: Momentum-Based Movement

Postby grafvonbarnez » Thu May 15, 2014 11:18 pm

If you're interested in different movement houserules, Vincent Baker's vector movement rules for the original Mechaton seem pretty easy to adapt. Might be something to look at. http://lumpley.com/index.php/anyway/thread/425#11486
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Re: Momentum-Based Movement

Postby Scrape » Sat May 17, 2014 12:48 am

This is very cool, but you may want a maximum speed set so that the ships don't outpace the frames. I imagine this will also increase the risk of going off the table and therefore leaving play, which may be a balancing factor.
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