MegaTrav has a provision for combat at "visible" range:
MT Referee Manual, p. 95: "At visible range, several special considerations come into play. Because minimal sensor aid is needed at this range, a unit is automatically considered to have a sensor lock on if any friendly unit is at visual range to it. Spinal mount weapons cannot be used at this range. Spinal mount weapons require moving the entire mass of the ship in order to aim - which is virtually impossible when the target is this close. If a target at this range is hit with nuclear or antimatter missiles, the firing unit also takes radiation hits."
"Visible" range is not defined, but it certainly means both attacker and defender are in the same hex.
Thoughts come to mind:
MT Referee Manual, p. 95: "At visible range, several special considerations come into play. Because minimal sensor aid is needed at this range, a unit is automatically considered to have a sensor lock on if any friendly unit is at visual range to it. Spinal mount weapons cannot be used at this range. Spinal mount weapons require moving the entire mass of the ship in order to aim - which is virtually impossible when the target is this close. If a target at this range is hit with nuclear or antimatter missiles, the firing unit also takes radiation hits."
"Visible" range is not defined, but it certainly means both attacker and defender are in the same hex.
Thoughts come to mind:
- It can be very useful to come to and remain at visual range if you don't want to get blown to hell by a superior spinal weapon. Might be a useful way to discourage the other guy from using nukes, too, assuming he doesn't have any more armor than you have. Strikes me that fighters and SDBs will like this range, especially as they tend to have more thrust than their opponents and can therefore hold that range despite their opponents' maneuvers.
- Space combat weapons have a rate of fire for "personal combat." I can't recall the last time I fired a bay-mounted particle beam at someone in personal combat; doesn't sound like it would be fun for the guy floating downrange from me. :devil: However, it might be interesting to implement a "personal combat" scale when ships were that close. Range is pretty much irrelevant: it amounts to breaking the engaged ships out for 200 hot rounds of mano-a-mano Sicilian knife fighting:
Creates a scenario where the fighters close in, the battlewagon endures 20 minutes of hell while its squadronmates look on helplessly, and then the fighters dash off. Not something everyone would want to add, but potentially quite fun in a nasty sort of way. The weapons balance changes: missiles are slow, beam weapons can shoot them down and then pop in several shots before the next missile launches, spinals are useless. On the other hand, one nuke aimed at nothing in particular zaps everyone in the hex with a blast of radiation, so a heavily armored battlewagon is not without its options if its enemies are lightly armored.- turret weapons other than missiles are getting 3 shots a round;
- turret sandcasters are getting about a shot every other round, but there isn't much time for their sand to disperse, so the sand could probably be counted as a defense for two rounds - or not :devil:;
- turret missiles are getting one shot every 10 rounds;
- bay weapons other than missiles are getting 2 shots a round;
- missile bays are getting one shot every 5 rounds;
- spinal weapons can't be used.