Hi, I'm new to this forum, and I've search the archives and can't find a topic discussing newtonian movement in BFG, so I thought I address the issue here. Sorry if this has already been discussed. Please feel free to direct me to a previous discussion if this is redundant.
I've been thinking about a few tweaks to the rules to allow for a slightly more "realistic" motion sim for BFG, without being too cumbersome to employ. In order to introduce a bit of newtonian movement to the rules, players record each ship's (or squadron's) rate of movement each turn. During the next turn, a ship's movement ability is affected as follows:
1) Ships may always move up to the ship's maximum rate regardless of the prior turn's rate.
2) Ships may always move at half maximum rate without special orders.
3) Ships may always move at the prior turn's rate without special orders.
4) If the ship's prior turn movement rate is less than half maximum, it must use Burn Retros to slow the rate further.
5) If the ship's prior turn movement rate is greater than the ship's maximum rate, it must use All Ahead Full to accellerate further.
6) The fastest any ship may move is its maximum rate plus 24cm.
7) The slowest any ship may move is zero cm.
These changes will allow a more realistic motion sim without severely altering the mechanics of the game in my opinion.