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Turn: mechanics represent 3 minutes or 6 minutes of time?


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#1 Aman

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Posted 13 April 2017 - 04:45 PM

So reading the FAI rulebook, p.vi top:

"Scale

Simulates six minutes of tactical action...

Movement rates are actually based upon three minutes; the time simulated has been doubled to maintain player interest and simulate the effect of 'dead time' inherit [sic] in any military operation"

 

I read this to say that it is based upon six minutes of shooting [hit rate, damage etc] but only three minutes of movement. Doubling the rate at which damage occurs should "maintain player interest" as well as keep the game moving by blowing up ships in half the time.

 

So if I wanted to reconcile the ratio of movement distance to firing rates, I'd have to double the movement rates, right?

 

This seems like it would make for big moves, which would be fine on a big table.

 

Thoughts?



#2 Aman

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Posted 13 April 2017 - 04:47 PM

Another thought is that there's no dead time to ship movement - they move constantly in a battle. I think that there IS dead time in decision making and changing a course of action, or adding a new one. But the straight-up gunnery and "maintaining course and speed" seems like a zero dead-time event.



#3 Lonnie Gill

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Posted 17 April 2017 - 03:58 PM

Please see reply to similar question on the GQ 3 comments section for an answer.

 

LONNIE



#4 Ironoutlaw

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Posted 13 August 2017 - 12:40 AM

The 6 minute bit never did sit well with me.  Maybe I am too old to get my head around abstract concepts.  As someone posted recently, "senility can be fun!"

 

I simply use a 3 Minute Turn as 3 minutes of real time.  However, I should point out that I am after a "simulation" more than a game and am looking at the Rules from that perspective.

 

Cheers

 

Brad






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