KH Turns vs AD Turns

OK...<div><br /></div><div><br /></div><div>So, ran in to this area of issue in my last game which I should have GM'ed around... but ...</div><div><br /></div><div>I'm thinking I wanna shorten a space round to only 1 minute or 10 AD turns to make it flow better for the style of game I wanna run with things happening on and in ship during a space fight.</div><div><br /></div><div>Can anybody think of how bad that will break everything?  I suppose it increase the whiplash speeds that ADF and MR represent but since we already have to ignore some physics there I can hand wave that perhaps.</div><div><br /></div><div>But in other aspects of the game... how much would that break things.</div><div><br /></div><div>As it is... lets say the ship fight results in an attempt to board a hostile ship that isn't going easily.  The time scale difference for the boarding action means that basically while they are going round to round fighting or cutting hulls or crawling over the target ship the space ships have suffered from a temporal freeze.  Time on the ships for the crew trying to get the engines working again, or getting a laser battery shooting again is like it has stopped while the AD turn people as moving like a red blur by comparision.</div><div><br /></div><div>Because of the time difference.  ALL CREW on the defending ship need to pick up a gun or a club and go fight because trying to finish fixing that manuervering thruster... it is pointless.  The invaders will be enjoying tea on your ship's bridge long before you ever have a chance to do anything.</div>

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