A question for someone with better maths than I.
Given a merchant exiting jump on or near the 100d limit of a large GG (say GG radius 90,000 km) and a raider on or near the 100d limit at a point 'blah' (1).
The merchant from a 0 velocity start, engages its 2G MD and angles away from the raider towards the GG to start skimming. The raider starts from a 0 velocity start and heads straight for the merchant at 4G to engage in combat.
The question is; How long will the merchant be under fire from the raider?
Cheers
Matt
(1) There must be a word for this... If the merchant is considered to be on the 0-180 degree line running through the centre of the GG, the raider is on the 90-270 degree line. The raider is halfway between the merchant and the 'other side' of the planet. Or the raider is a quarter the way around the circumphrance of the GG.
***** Thread Summary 25 Jan 2010 *****
First, thanks to the contributors.
The answer is the raider will bee line for the GG and place his ship between the merchant & the GG, intercepting the merchant whilst it is still 1-2 hours out from the GG. Once refueled, the merchant will likely head for the 10d line, at a constant 2g reaching it in 3 hours 40 min before jumping away with a high risk of mis-jump.
The combat time line is then
1-2 hours before the GG
2 hours 20 min for the merchant to refuel
3 hours 40 min to escape to the 10d limit. Total 7-8 hours or 21-24 HG combat turns.
This will apply regardless of where on the 100d limit the merchant & the raider start assuming the merchant is detected.
Given a merchant exiting jump on or near the 100d limit of a large GG (say GG radius 90,000 km) and a raider on or near the 100d limit at a point 'blah' (1).
The merchant from a 0 velocity start, engages its 2G MD and angles away from the raider towards the GG to start skimming. The raider starts from a 0 velocity start and heads straight for the merchant at 4G to engage in combat.
The question is; How long will the merchant be under fire from the raider?
Cheers
Matt
(1) There must be a word for this... If the merchant is considered to be on the 0-180 degree line running through the centre of the GG, the raider is on the 90-270 degree line. The raider is halfway between the merchant and the 'other side' of the planet. Or the raider is a quarter the way around the circumphrance of the GG.
***** Thread Summary 25 Jan 2010 *****
First, thanks to the contributors.
The answer is the raider will bee line for the GG and place his ship between the merchant & the GG, intercepting the merchant whilst it is still 1-2 hours out from the GG. Once refueled, the merchant will likely head for the 10d line, at a constant 2g reaching it in 3 hours 40 min before jumping away with a high risk of mis-jump.
The combat time line is then
1-2 hours before the GG
2 hours 20 min for the merchant to refuel
3 hours 40 min to escape to the 10d limit. Total 7-8 hours or 21-24 HG combat turns.
This will apply regardless of where on the 100d limit the merchant & the raider start assuming the merchant is detected.
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