Actually, there is an interesting concept here in my muddled head allowing a ship's position to also face the points of a hex and uses movement rules that take into account the lines of a hex as well as the hexes themselves. Not sure I will be using it, but that does allow 12 facings.
a very intruiging statement, if it is not too complex it could be a valuable addition (or at least an optional system) for the game.
12 facings (30 degree increments) gives you much more room for precise movement than the standard 6 faced "hex", doubling the directions you can choose from if you have the available thrust for it.
i found that you could achieve much more control with it, than turning 60 degrees all the time, and given the right ship (eg a Whitestar) it looks great. 8)
I don't want to have to worry about precision in measuring either bearings or distances.
that`s one thing i don`t understand about people`s distrust of the vector movement system.
for example: say i have a Whitestar currently moving at a speed of seven and decide turn 30 degrees to the right to increase speed by three.
first i place marker "A" seven inches/centimetres along the heading that it had at the end of the last turn.
then i rotate the marker 30 degrees and measure of three inches along the new heading, and place marker "B" there.
lastly, i measure from marker "B" to where my Whitestar is still sitting, this give me the new speed for the ship, a speed of nine (this is the velocity of the ship at the start of the next turn), and to finish it all off i place the Whitestar in the spot and facing where marker "B" was and remove all other markers from the map.
all that was done with just two twelve sided markers and a ruler, i just don`t see the problem with that. :?
and i`m not a maths wizard, if anyone in the UK remembers what an "O" Level Grade C in mathematics is you`ll know what i mean by that statement! (and i only got that by doing nightclasses eight years after i left school!) :lol: