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CT Starships & Mayday

Well that is an interesting interpretation HG, I think that works well in the game mechanics. Do you think that is what the designer intended? or can we consider that a variant that you propose but which I think is very fun, interesting and possibly realistic of homing missile behavior.

I guess I should clarify what I intend with this thread. Its really a gestalt of all the CT material on Starship combat with the intention of it being played, represented and visualized on a GDW Mayday or GDW Triplanetary style gameboard.

I found an interesting variant in the SpaceGamer #40 magazine on CT Starship combat by Steve Winter. Lots of information regarding space and time scale representation plus using Mayday or Triplanetary as a playing board.
 
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Well that is an interesting interpretation HG, I think that works well in the game mechanics. Do you think that is what the designer intended?

Parsing the words, I could come up with no other logical meaning. (let's be charitable and assume logic on the part of the designers ;)) The "at least"
phrase was the key for me as that lists a requirement + "homing", it makes sense to me.

I've never seen any errata that explains it in more depth.
 
From Special Supplement 3 Missiles

"Propulsion systems are defined by two numbers, commonly separated by a capitol G. The first number is the maximum number of Gs which the missile is capable of in a turn; the second is the number of G-burns of fuel the missile can make." SS3 pg. 3

"For example, a 1G1 propulsion system can accelerate a maximum of 1G per turn, and is capable of burning fuel to achieve 1G once. A 6G6 system can accelerate to a maximum of 6G per turn, and has enough fuel to reach 6G once. A 3G12 system can accelerate to a maximum of 3G in one turn, and has fuel to allow reaching 3G to for four turns. This same missile could accelerate at 1G for 12 turns, or 2G for 6 turns." SS3 pg. 3

"Limited burn missiles may be launched at less than maximum acceleration, but that acceleration may not be increased or decreased as the missile moves. Its course change potential is one-half the difference between its maximum G rating and its current G rating with fractions rounded down." SS3 pg. 4

"It may alter its course by its course change potential in each turn. Fuel for course changes is expended at 2 burns for 1G of change." SS3 pg. 4

"Example: a 6G12 continuous burn missile could be launched at 4G and would have the ability to change course at 1G (using 2 burns of fuel to do so) it could be launched at 1G and would have the ability to change course at 2G (using 4 burns to do so)" SS3 pg. 4

I think I was integrating all this information on my missile chart when I got a little distracted on this project. Here is the screen shot of the missile chart, turn sequence chart with the background being the main map zoomed out.

http://www.lexweb.us/mayday/screenshot5.jpg

Chart has missile Id, target, fuel burned, launch G rating, current thrust vector and current G, then information about the missile configuration plus the controlling ship.
 
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I like what you've been doing. I, like you, had sought out Mayday hoping it was a more wieldy approach to LBB2 combat. I was dismayed to see a whole new ruleset...

I've been experimenting with using the Mayday hardware as a board for running book 2 combat, essentially doing "range band" movement but with hexes. It works pretty well. Instead of adhering to the "1 missile at a time" rule I treat each missile chit as a salvo going to a particular target.

What I would dearly love to see (I myself have no programming skills, and can only dream) is a computer-based platform to handle classic book-2 vector combat, so that you could plug in the ships' attributes, programs and so forth, and then click & drag your vector changes (measured and minded by the computer.) If you could have many multiple ships/objects active, think of the complex engagements you could handle! One could actually manage small fleet actions in LBB2 with a tool like that, where before it would have required hours and hours and hours on a floor the size of a tennis court.

To dreeeeeeeeam the impossible dreeeeeeeeeeeam...
 
I have never gotten the programs to work on my xp machine but the old dos megatraveller games incorporated ship combat where you could also program your ships computer.
 
"I like what you've been doing. I, like you, had sought out Mayday hoping it was a more wieldy approach to LBB2 combat. I was dismayed to see a whole new ruleset..."

Actually I just love reading the history behind the development of these games and I have more fun perhaps as a developer than a player. To me its fun to put all the scraps of information together and see if its half way playable. Not all of the GDW games were a finished product and were actually splinters of some central idea. Just great graphics and pushed out the door like some beta software that needs several upgrades.
 
To me its fun to put all the scraps of information together and see if its half way playable.

I appreciate and understand the impulse! Something like that has been driving my own efforts in muddling out a Traveller Universe pretty strictly based around LBB123, really only looking elsewhere when trying to clarify things for myself or when the gaps in the original ruleset are just too big.
 
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