Vector movement in Mechaton

<< < (2/2)

lumpley:
Oh!

Well, yes, it is up to you to deal with your mechs' vectors (but you won't need to calculate), and yes, you can misjudge your opponent and disadvantage your mechs. But, no, no one turn's disadvantage will make or break your game. You definitely won't cost yourself turns or anything.

Here, a couple of basic facts that should help explain why:

- The game's initial setup makes the action swirl around throughout the battlefield; the mechs will be circling and weaving, not hauling butt in a line.

- The game's fire ranges won't require you to match vectors with anybody. A single hunter-type mech can effectively cover probably a square ninth of the battlefield, and literally no place on the battlefield is beyond the range of artillery. (You can be too close for artillery fire, but that puts you within direct fire range.)

- The game's scale of movement won't require you to accelerate in long burns. 3 turns of hard straight-line acceleration would take you out of the battlefield. Instead, like I say you'll be circling and cutting, accelerating in quick bursts for immediate positional advantage.

The game itself, basic rules or vector movement, is extremely easy to get right. You have to worry about losing the game to your opponents, not losing the game to its rules.

-Vincent

Navigation

[0] Message Index

[*] Previous page