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#1 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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As the title put.
I am having immense trouble decifiing the paragraph on page 31 instructing how to calculate relative velocity when you're in different possistions. That paragraph is very..... Hard... to decipher and the example doesnt help at all. Can anyone provide me with the help that i need to use this system? |
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#2 |
Join Date: Aug 2004
Location: Helsinki, Finland
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Just imagine that both ship counters are in the same hex and count the number of hexes between their vector counters.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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#3 |
Join Date: Aug 2004
Location: Austin, TX
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I did a real quick map to show how it works. The link is below but I can't figure out how to link to it in this post.
https://www.prismnet.com/~mlangsdo/G...orsExample.png Fighter 1 is facing SE and moving SSE at 3 hexes/turn. Fighter 2 is facing W and moving E at 4 hexes/turn and is about to attack Fighter 1. The purple arrow shows Fighter 1's vector applied to Fighter 2's position counter. The relative velocity is 4 hexes/turn NE.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#4 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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That is pretty much what i thought it would work.
Thanks my kindly people. |
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Tags |
rules clarification, spaceships 3, tactical combat, ultratech |
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