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Five Things About Mayday

(Mathematical Equation for fleeing ship [constant acceleration]= Mathematical Equation for pursuing ship [varying acceleration then deceleration]). The unknown to solve for is "x" the intercept point. Velocity of BOTH ships, AT that point can be anything the faster ship decides it wants it to be. The closer each ship velocity is to the other, the longer the chase. That is ALL there is to it.:devil:

True, as long as there's no treeshold to reach (e.g. the 100 d limit to jump)

True. In this situation you are either going to destroy the invader right off or he is going to get some shots into the defended position. The faster he goes by, the fewer shots he gets.

If he sticks around the battle lasts longer. If you are faster, and stronger, you chase him down and destroy him or wait for the whole thing to play out again.

You better leave a strong force behind to deal with his second attack wave.

That's why I said you must take into account the reason for the fight. If you only want a punitive raid (e.g. Black War, at the final stages of Rebellion), a reccon in forcé or softening the defenses for a latter invasión fleet, tactics must be different...
 
And in fact, what's the game reason for having larger disks? It's visually appealing, but what mechanical rule is it helping us express in simple terms?

7-hex gas giant: inner hex represents the body of the planet, outer band of hexes are the moons/rings/other junk that makes gas giants so interesting.

Yes, the scale is probably going to be off for whatever system you're using but if it's effects you're looking for rather than impeccable astronomy ...

On the other hand, if you are looking for impeccable astronomy, see this Triplanetary page for the expanded system map and improved gas giant counters
http://www.sjgames.com/triplan/
 
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