Can't blame you for that, Aramis; the thing's giving me headaches.
Fully agree here
On the other hand, if you want to try going 0.03c in an asteroid belt, be my guest - but I hope you have a very good map, 'cause a rock the size of a baseball at those speeds is hitting with the force of a nuclear warhead. (KE=1/2MV^2; v=at=60m/s^2*86400s=5,184,000m/s; KE=1/2m(5184000)^2=m*1.344*10^13 joules, or energy equivalent to a 3kt explosion per kilogram.)[/QUOTE]Glisten is another issue - the primary "world" is an asteroid belt. On the one hand, I can't defend it with organized inspections at the jump point because ships are accustomed to jumping right to the place - or close enough as makes no difference from my fleet's perspective. I'd have to come up with alternate defensive plans.
Frankly, I only put Glisten as an example of a HIPop world that would need to import basic things, an so, with an assumed high volume of merchant traffic. I didn't thought about the implocations it has to be an asteroid belt in the defense against jumping ships.
Which brings up a number of interesting questions:
1. CAN you do 0.03c when something as small as a grain of sand hits you like a ton of TNT? WILL it hit you like a ton of TNT, or will it become a grain-sized bit of million-degree plasma that drills through your ship like a hot needle through wax, taking most of its energy with it when it exits at the other end - and what is the impact of that on ship and crew? I don't know how many grain-sized meteors there are in any given volume of space, but it occurs to me that you're going to find out, having flown through some 224 million kilometers of space to get here and with another 224 million before you stop. Running into something bigger is likely to hurt.
Unless your pilot os called Han Solo :rofl:
2. How do missiles work at those speeds? That momentum confers enormous energy: the warheads are vaporized before they can detonate, but the impact alone carries as much energy as a nuke. However, would they even have a chance at penetrating sandcasters, or would sand hitting like 1-ton bombs shatter the missiles enough that the target would escape damage. Or would a sand grain superheated to million-degree plasma by such an impact simply drill through the missile like the aforementioned hot needle through wax? Would the missile likewise drill through the target ship like a needle through wax rather than apply that energy explosively? (Would we do better firing sandcasters at each other?)
3. Can the missiles even function at that speed, or is the small amount of doppler shift at that speed enough to confuse their targeting systems. Are their computer-brains able to calculate intercept angles for such velocities?
I guess you're right in most of this. You must attack without your missiles, only energy weapons.
The example given contradicts the rule given.
"A unit may change speed each combat round by up to its maneuver drive value. Thus if a unit with a maneuver drive-6 is moving at speed 10, the next time it takes a turn, it may reduce its speed to as low as speed 4, or it may increase its speed to as high as speed 16 or any value in between. Or it may leave its speed unchanged at 10."
That seems to indicate that deceleration is limited to maximum g's as well. Ergo, the rule is poorly worded and the clarifying example guides play.
As I said in my post before, I agree with you, but rules don't.
I guess you've already read the thread I directed you about this discusion. I thought like you until I read Whipsnade's answer:
I remember an "answer" addressing this problem written by one of the DGP bigwigs in one their Q&A columns suggesting that ships which chose not to "move" are simply zipping around in circles within a particular square.
Even so, you needn't convince me about this must be wrong...
No, you are not bombarding at those speeds. I don't see your missiles doing anything but vaporizing before they hit ground; you'd need something specifically designed to survive hitting atmosphere at those speeds, and then there's the problem of aiming. Fifth Frontier War - the only example of ground bombardment I know of - has a ship coming in to about 3000 Km to do it (specifically: you are placed on the map over your target, and planetary defenses can only fire on you at full strength if they're within 3 hexes of that spot - about 3000 km. - while they fire at half strength at targets in "close orbit", ergo you're very roughly in the vicinity of 3000 km from target.) You've got about a half-second to aim your directed-energy weapons and specially designed missiles as you flash past; I don't see you persuading an opposing player that you can do that. Also, you've confined your route to the point where there's a good chance the opposing fleet is out of your sensor range as you flash past, and a very, very good chance you're going to smack into orbiting trash while you're trying it. Best to pick one mission and stick to it.
Energy weapons may also be used to bombard. True, accuracy will be a problem, but you can do quite a lot of damage yet.
Don't overestimate your firepower. All other things equal, a T-meson has about a 6 in 36 chance of hitting a high-agility dreadnought-size ship beyond 50,000 km range - and it's not like a missile or a particle beam: with closing speeds measuring in meters per microsecond, I'm not confident your systems can time the thing well enough to ensure it goes off inside the target, not when the original design called for firing on targets at speeds measured in meters per second. It might not be an eligible weapon for this kind of scenario. (Unlike GDW, I don't believe in sitting there and waiting for the meson beam to blow me up. Agility is life at TL15.) Missiles have a 3/36 chance - assuming we don't rule they're automatically killed by sandcasters at those speeds.
True, Agility is life, but have you tried to design a ship with fair jump capability and high Agility in MT? Most MT BBs and Cruisers have agility 0, 1 or 2 at most.
You're hitting speeds the rules don't allow for.
Can you please quote me where in the rules is a speed limit? The top vaccum speed limit given in page 86 of the RM has been ruled out by the Consolidated MT errata given by DonM (page 36), as it gave you an absurd 4200 km/h for a 6 G ship (so, maximum speed would be about 1 square per 15 combat rounds for a 6 G ship...).
I don't pretend you're not right if we want to simulate physics, just playing devil's advocate with the rules as they're written.
If your focus is the game, expect to have to do a lot of debating before you and your opponent settle on what's "real" at those speeds. If you're focus is realism, consider the potential ramifications of hypervelocity in both directions. Assuming it's not going to kill you (big assumption), the plan makes for an interesting scenario, with a few limits and provisos. Among them:
1. Mesons aren't going to work.
2. I think sand is ineffective - it will certainly kill the missile, but at such a close range that the missile's mass and momentum remain a lethal threat.
3. Nuclear dampers are ineffective - killing the warhead doesn't stop the danger.
4. Warheads are irrelevant. Taking a warhead from intact to "flat" in a couple hundred nanoseconds does not leave time for explosives to go boom in any organized way, and a few tens of kilograms of explosion in amongst a kiloton-level impact aren't going to get noticed. The missile becomes hypervelocity superheated plasma on impact, too quickly for the warhead to detonate. Treat all missiles as nukes, but with no radiation damage.
5. Particle beams, lasers, and energy guns remain effective, and lasers remain effective as a defense against missiles (250 Mw will cut through 7 meters of steel: the missile's mostly vapor).
6. We'd need to agree on some random way of determining where my fleet was when you made your pass.
7. There might be some risk from space objects - you're going at speeds that might make it a bit tricky to spot and dodge a random meteor in time.
1. Once again you may well be right about mesons, but nowere in the rules (AFAIK) forbids you to use them due to speed.
2. About sandcasters, the sand will keep your initial speed, so dispersing from your ship as it will do if you're standing still (relative to your ship, off course).
3 and 4. The same will apply on your missiles if they hit the enemy, as their initial speeds will be (relative to their targets) like enemy's missiles (relative to you).
5, 6 and 7. Fully agreed.
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