8 hours ago, xanderf said:Folks familiar with older wargames may be familiar with the concept of 'impulses', already, but for those not - it's pretty easily explained. It is an alternative to IGO-UGO mechanics, where units could cross an enormous area of the table with no option for enemy response. (Which is, basically, completely unrealistic - if you see a ship coming at you, and it is in your fire arc, you are not going to wait for it to cross all the way to its optimum range before reacting to it)
Instead, what this mechanic does is break up the movement of ships into 'phases', and effectively has ships move at their speeds proportionally to each other.
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Amusingly, this game makes that VERY easy to implement as a result of the maneuver chart - everything is already broken up into easy segments of 1, 2, 3, or 4, and whether a ship can yaw at any given step is clearly indicated in that chart. All that is needed is a second chart indicating when the ship WOULD move, proportionally to other ships, like this:
What happens, now, is that each turn is broken into 4 'pulses', where each ship may make one step movement on its maneuver tool. WITHIN each 'pulse', activations happen as normal - one ship at a time, back and forth. (Theoretically this would also open the possibility of 'simultaneous fire' and 'simultaneous movement' - but, at that point, we are looking at just incremental improvements for considerable increases in time. A 4-pulse system, using the existing activation process, runs about as quick as the game normally does.)
This solves the biggest problem of MSU vs smaller-ship-lists, in that there are nearly no means to react to where the latter half of the enemy formation is ending up, after your own activations, as they have a very large set of possible maneuver end-points. With an impulse system, they still retain a portion of this significant advantage - yet, they will have already spent 3/4 of their possible movement variations in getting to their current position, which blunts a large portion of the advantage they have.
This also continues interacting with the existing rules without issue (Demolisher works the same as usual - it gets its first attack when everyone else does, and its second attack after some maneuver it performs; engine techs allow an extra speed-1 maneuver after any maneuver the ship performs; etc). The maneuver chart on each ship's card makes the overall implementation - knowing when you can or can't yaw - trivial. It really does feel like the game was almost made with this in mind, just...it wasn't finished.
(Bonus #1: No longer need to try to snake that overly-long maneuver tool around the table, knocking things over. Every single maneuver is just using the first two notches.)
(Bonus #2: Hey, terrain matters, now! Since you don't instantly teleport from your starting point to your ending point, flying TOWARDS asteroids...kinda bad idea, all of a sudden)
(Bonus #3: this also solves the ridiculous realism-shatterer of MSU lists weaving through each other's formations where the ship could not possibly fit, and ending up somewhere it could never have safely traveled to, simply as a result of 'teleporting' across the maneuver tool)
No. This is not easy to implement. Nor is it "almost built into the game". It's a completely different game.