Special Actions

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Mongoose
If a ship performs ALL STOP one turn .what is the ships speed next turn if it performs another Special action (not related to speed) like say CLOSE BLAST DOORS . Can you be stopped ie not moving and and have close blast doors in effect at the same time ?
 
No, if you do not peform "All Stop" (or "All Stop and Pivot") then you must move normally. What you did the previous turn is irrelevant.

Some admirals allow you to peform 2 special actions as long as they don't contradict each other, so by this method you could All Stop and Close Blast Doors at the same time.
 
I always thought it was a bit *silly* that ships couldn't stop without a special action. I mean, if I was building a starship, I would want to build one that could maintain a position with minimal effort. Can you imagine how many captains are forever annoyed that they can't do anything else but remain on the bridge issuing all stop orders while in space dock?
 
But if it comes to a complete stop relative to any point, it would have to exert a force to make it move relative to that point. These ships have a lot of mass, so it'll take a lot of force to get them moving again (relative to the reference point). Inertia's a bitch!
 
Realistic momentum in movement is something Full Thrust does well, but ACTA doesn't. In ACTA you need a lot of suspension of disbelief ;)
 
The whole point of the ACtA movement system is that it keeps things simple rather than being particularly realistic. Generally it assumes that ships in a combat situation will be maintaining some sort of a speed but of course in reality this isn't necessarily the case with stopping or even reversing being possible.

However, to implement a more realistic movement system you'd have to go to something like Full Thrust which is what some people like but not others (realism vs. speed)
 
Triggy said:
The whole point of the ACtA movement system is that it keeps things simple rather than being particularly realistic. Generally it assumes that ships in a combat situation will be maintaining some sort of a speed but of course in reality this isn't necessarily the case with stopping or even reversing being possible.

However, to implement a more realistic movement system you'd have to go to something like Full Thrust which is what some people like but not others (realism vs. speed)


I'll pass on a FT type movement, I had a hard enough time back in B5Wars, constantly had my ships going WAY too fast and flying into walls or the legs of the pool table...

However, I don't like having to declare a SA just to stop. I wish there were a simpler way to control movement in ACTA that allowed ships to stop and stay stopped if the player desired, without a SA. You don't need a FT style movement system to just say 'Ships can accelerate or decelerate up to 1/2 their movement score per round, moving no faster than their speed forward or 1/2 their speed in reverse'
 
Simpler still, just split movement into 4 speed bands - Stopped, Half Speed, Full Speed, and All Ahead Full (150%). Rather than having to keep track of exact speeds, you just have to keep track of which band the ship's moving in, and it keeps moving at that speed until you change it (maximum shift of one band per turn).
Specifics can be hammered out to include using a SA to change speed, and creating a trait to allow ships to shift speed by 2 bands. These wouldn't central to the idea though.
 
To be fair theres two FT movement systems. One is VERY realistic but quite simple still (but also somewhat slower as you have to move counters around). The other is really very simple (I wouldnt say its much more complex than ACTA and other than the fact you prewrite all movement orders, it's no more time consuming than ACTA). It's STILL more realistic though ;)

All that said whilst there are some areas that I feel FT totally mops the floor with ACTA I have to say movement isnt one of them, I have no problem whatsoever with the ACTA movement system, it may not be particularly realistic but it works well enough for the game. And to be quite honest anyone who's had problems with ships flying off the table in B5Wars or FT needs to learn a simple lesson which is to SLOW THE FECK DOWN!!!! Just because an inertia based movement system has no top speed doesnt mean you need to move around at speed 25. Speed is life is the old axiom but it wont help much if you speed straight out into space ;)
 
Locutus9956 said:
The other is really very simple (I wouldnt say its much more complex than ACTA and other than the fact you prewrite all movement orders, it's no more time consuming than ACTA). It's STILL more realistic though ;)
When I played, we found the movement much faster than ACTA! Because all orders are pre-written, you don't have to ponder which ship to move first, try to adapt to what your opponent is doing, etc. The very slight increase in complexity is more than compensated by less time spent pontificating.
 
Pontifacating what a word. You could try ACTA rules system with pre written orders, but then that would make boresighting impossible. Anyway i do quite like the ACTA movement system even with the haha i have a swarm problem.
 
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