"What about universes where momentum exists, but it's not Newtonian?"
While not phrased this way (It's usually "What about Star Wars-type universes?" or "I hate vectors, they suck."), we put thought into answering that question for Squadron Strike.
Having done Attack Vector: Tactical first...
While not phrased this way (It's usually "What about Star Wars-type universes?" or "I hate vectors, they suck."), we put thought into answering that question for Squadron Strike.
Having done Attack Vector: Tactical first...
Reposted from
AdAstraGames
The Merits of Momentum:
One of the great divides In spaceship gaming is the concept of "momentum." In part because lots of gamers are math-phobic, or they've had bad experiences with vector movement games In the past. It's easy, when unfamiliar with vector movement, to have a bad experience!
One of the great divides In spaceship gaming is the concept of "momentum." In part because lots of gamers are math-phobic, or they've had bad experiences with vector movement games In the past. It's easy, when unfamiliar with vector movement, to have a bad experience!
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However, we needed something that could "play nice" with vector movement, and needed vector movement without segments.
We converted vector movement over. Thrust changes *next turn's* vectors, unless you're thrusting in a straight line (no pivots), at which point you get bonus movement this turn equal to half your thrust. This bonus movement is displacement, off of d=0.5*a*t^2.
Pivots bleed speed; we tried different values for maximum thrust and how much pivoting bled speed by; "-1 speed per window pivoted" turned to "-10% of your speed per window pivoted, rounded up" because it's easier to calculate and scaled with speed, chunkily.