03-28-2020, 09:19 PM | #11 |
Join Date: Dec 2018
Location: Hirakata, Osaka, Japan
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Re: Tactical Movement in Space Combat
It's just the Traveller system. I'm not worried about "realistic"; the setting already has artificial gravity and reactorless thrusters. I just want to be able to run it without the game screeching to a halt.
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03-29-2020, 08:39 AM | #12 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Tactical Movement in Space Combat
[QUOTE=Balor Patch;2316415]or to be fought from relatively unchanging distances.
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03-29-2020, 09:44 AM | #13 |
Join Date: Aug 2007
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Re: Tactical Movement in Space Combat
Tht narrows down the likely situations. Really only pirates will be matching course with other ships and your starting point is where they come in to laser (or possibly missile) range while doing that. Total speeds won't matter in such situations. Only the speed with which the pirate is approaching the merchnt.
In invasion scenarios the defenders won't go out very far to meet the invaders. Just out of range of the orbuital isntallations they're defending.
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Fred Brackin |
03-29-2020, 10:05 AM | #14 |
Join Date: Sep 2007
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Re: Tactical Movement in Space Combat
Sounds like it's time for a trip to the basement.
The scenarios from Mayday are pretty freeform, but most commonly begin with ships on particular worlds (and so "stationary", at least with respect to each other). There's a couple that start with relatively small velocities (3 hexes/turn, where a "hex" is one G-turn worth of acceleration). There's a smuggling scenario where a patrol vessel has to stop and check a stream of incoming free traders for illegal cargo, so if the early traders manage to convince the patrol ship to build up a huge vector, it'll have trouble catching the later ones. Brilliant Lances (a later GDW starship combat game for TNE) has both sides begin most scenarios "with any vector desired" (presumably figuring that ridiculous choices will demonstrate their ridiculousness, which is fine for playing around with the game, but less fine if you had some narrative purpose in mind for an RPG combat). Most notable exception was a "rear guard" scenario, in which the goal is for the attackers to get past the rear guard -- obviously pointless if they're allowed to start with any vector desired. |
03-29-2020, 12:44 PM | #15 | ||
Join Date: Dec 2018
Location: Hirakata, Osaka, Japan
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Re: Tactical Movement in Space Combat
It's makilng more sense now. I found this on p. 221 of GURPS Traveller: Interstellar Wars in the section "Maneuver Phase":
Quote:
Quote:
Part of what made this confusing for me is that the rules explain in different sections that a hex = 10,000 mph, that sAccel is measured in Gs, and that the ship moves a number of hexes equal to its sAccel, so if one hasn't memorized those statistics, it's difficult to connect the dots. Thank you everyone who chimed in. That helped me a lot. |
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03-30-2020, 12:43 AM | #16 | |
Join Date: Dec 2013
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Re: Tactical Movement in Space Combat
Quote:
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03-30-2020, 11:18 AM | #17 |
Join Date: Aug 2007
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Re: Tactical Movement in Space Combat
It goes back to Mayday! in the 1970s. That was an award-winning game (as the cover noted) and this mechanism might be what it won the award for.
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Fred Brackin |
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science fiction, space combat |
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