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#11 | |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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Right now, I'm pretty tied up with settling in from a big move, but we should keep in touch through messages for something possibly later in the year. |
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#12 | |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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I found some discrepancies on how we all are interpreting the launch procedure.
This is causing a lack of clarity in techniques for leaving a planet, and an official clarification would be welcome. The launch procedure is governed by two rule concepts.
I see three ways to interpret the launch procedure. The ways depend on how you apply the fundamental gravity rule, see p. 3, to launch. Quote:
This method ignores the arbitrary rule that takeoff velocity is immediately cancelled. Example. Turn 1: Boost off planet into initial gravity hex. Velocity is 1 away from the planet. Turn 2: Astrogation applies the gravity hex from turn 1, now the ship is velocity 0. But now it can burn a fuel. This burn can put it into orbit, or have it escape into space altogether. Consequences. Entering orbit feels unnecesary unless imposed. Discussion. This may be more inline with the 2e version of the game as desribed by RogerBW earlier here. I prefer this method. 2. Double launch gravity This method respects the arbitrary rule that takeoff velocity is immediately cancelled, but then also applies a gravity effect to turn 2. Example. Turn 1: Boost off planet into initial gravity hex. Planetary gravity mandates velocity is now 0. Turn 2: Astrogation applies the gravity hex from turn 1, now the ship is velocity 1 back into the planet. But now it can burn a fuel to avoid a crash. The recommended course of action would be to enter orbit. Consequences.
3. Preprocess launch gravity This method respects the arbitrary rule that takeoff velocity is immediately cancelled, but then ignores any additional gravity effect applied to turn 2. The assumption is that launch is a special case in which the gravity effect is taken "early". Example. Turn 1: Boost off planet into initial gravity hex. Planetary gravity mandates velocity is now 0. Turn 2: Due to the launch special case, gravity is not reapplied now. The ship is still at velocity 0. But now it can burn a fuel. This burn can put it into orbit, or have it escape into space altogether. (The rules seem to constrain you to orbit.) Consequences. This really plays out the same as method 1. Discussion. I believe that this is the way I assumed everything worked when I first played the training mission many moons ago. I really just assumed you would somehow need to get into orbit on turn 2, and start the game from there. Conclusion I wonder if method 1 was the procedure for 2e. Maybe Steve liked how method 2 seemed to force you to enter orbit and based 3e on it. However, was he aware of the unusual consequence that HeatDeath discovered? Should there be these two rule layers to takeoff:
I hope this consolidates a lot of the ongoing debate about how takeoffs might be tweaked. |
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#13 |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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P.S.
I just wanted to summarize HeatDeath's launch technique. With the Double Launch Gravity method in effect, the ship thrusts back close to the planet. It then allows the rapid accumulation of gravity hexes to whip the ship around and out the back side of the planet to escape. Last edited by Tom H.; 09-06-2019 at 02:35 AM. |
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#14 | ||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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A bit of necro-posting (I really should have tried playing this sooner), but I wanted to point out something
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GranitePenguin Ogre Line Editor |
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#15 |
President and EIC
Join Date: Jul 2004
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Good hack - showing the gravity simulation is not absolutely rigorous - but the rule requirements for getting into orbit are the controlling factor here. Burn two points of fuel :)
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#16 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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By expending a point of fuel, the ship may enter clockwise or counter-clockwise orbit. On a later turn it may burn fuel to leave orbit to return to the planetary surface or venture into space."may enter...orbit" implies it's not a requirement to enter orbit first. Additionally, what about using an Overload to take off from a planet? That would be another way to get away from the planet without being in orbit first. If you must be in orbit before any other maneuvers after taking off; the rules need to be explicit that's the case.
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 08-12-2021 at 02:13 PM. Reason: added extra comment about Overloads at takeoff |
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#17 | |
Join Date: Jun 2007
Location: Hex G1-1508
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The movement system is elegant but takeoff is puzzling. |
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#18 | |
Join Date: May 2012
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Steve Jackson Games rules tend to be written in a conversational style which can sometimes cause confusion when people are expecting a exacting rule. The take-off rules are pretty clear when you understand that the paragraphs are conversational. 1. Turn one, you are boosted with a velocity of 1 into orbit which becomes a 0 due to the gravitation effects. 2. Turn two, you must burn fuel to accelerate and avoid crashing back into the planet. That's it. Then the rules describes the typical case that you burn one fuel to orbit clockwise or counter-clockwise. Your only other options are:
The first item is a legal but non-sensical thing to do, so not worth mentioning. The second is specific to warships and could have been mentioned, but wasn't. Again due to the conversational style of the rules. |
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