In answer to whartung,
The scenario I'm setting up, involves a world with a class E starport, and is a pop 4 world engaged in mining and the like. At TL 8 or so, the world isn't deemed to be a major important world.
Any pirates who hit a surface area, will be looking to steal portable wealth in the form of mining equipment, money at the local banks, as well as commodities and even freight awaiting shipment. But for the planet pirates to be successful, they have to be sure that they won't get hit by any counter-attack from either of space, or the planet side. Having a ship hanging over a ground position and being the unlucky recipients of shipboard lasers used in ground support mode, is likely going to be more than the ground based defenders can handle.
Now you can see why the scenario I'm setting up requires more than ONE Patrol Cruiser, and is using multiple hulls of less capabilities. The trick is to see whether or not turret equivalencies are a good way to gauge combat or not. A single Type-T patrol cruiser has 4 turrets. It is however, a well armed ship with high maneuver capabilities.
Are four turrets aboard TWO 200 dTon hulls sufficient to equal one Type-T patrol cruiser? What about 2 Beowulf class ships and two Pinnace craft? How about 6 100 dton armed scout ships?
If the fight is going badly for the Type-T patrol cruiser, is its 4G acceleration advantage sufficient to keep it alive?
That's what this scenario hopefully determines.
And finally?
Because Traveller simplifies a lot of things, certain "tactics" work well in a non-static environment, that won't be true if planets are in motion.
Take for example - the situation for how long it takes to get from one main world to another world within the system - IF you have to account for the fact the target world is moving. You have to point your ship to arrive at the same point that a world will occupy in its orbit around its sun - after the same time passes for both your ship getting to its destination point, and the time it takes for the planet to reach that same point as it moves.
Could I write an App that does that? Easily enough. Could I write it such that a intervening body will require a course change? Sure. I've never been able to find out just how close to any stellar object a ship can approach before it is damaged or destroyed, but give me that parameter, and I can write a simple app that does just that.
But that's the problem. You can't have a pirate sit in a position to wait, if his ship has to trail after a moving planet. You can't have a navy ship sit halfway between the main world and the nearest gas giant. Why? Because the half way point shifts with time, not only for ships moving at 1G, but for ships moving FASTER than 1G because the turn over point to start deceleration will be different for every single ship regardless of what time it left the main world.
So, there shouldn't be ANY reason for a ship to travel normal space right? It should never really be that much further from the 100 diameter limit right? What about worlds whose hydrographic value is 4 or less? In GURPS TRAVELLER, such worlds can outlaw the use of water being used as wilderness fuel or even for fuel at the starport (refined or unrefined). That requires then, that the fuel be shipped in from the nearest gas giant, or it requires that all commercial traffic go to the gas giant to refuel before it can leave the system.
Then there's the newer incarnation of Jump Shadow and Jump masking - which in turn increases the travel time through jump space (although it was recognized early on, that a star's 100 diameter limit also inhibited the jump of a ship as well - and even SCOUTS could at that time, be used to determine information if someone were to research what the believed diameter of the sun was back in the early to late 1980's).
In any event - speculating that there are limited points of access to pirates is one interpretation of the fictional world. A moving Worlds version of Traveller, makes it that much harder for the defending team to actively defend. Sensor ranges further make things more difficult.
In the scenario I'm working at building for this thread? I need to find out what the max range radio communications can be understood in CT rules. If there are none, then I have to turn to High Guard. If there are none, then I have to turn to Megatraveller, etc.
GURPS TRAVELLER definitely has max ranges for sensors and radio communications. If I were to run this as a campaign over FG2 with a program that tracked actual ship locations in any given star system, then I'd let you all know.
if anyone wants to get some of the work done FOR me, and I'd finish by coding it in VB.NET - we could all give the theory a whirl.
What I'd want is this:
Vector Math can not be done in Polar Vectors. Polar Vectors are PERFECT for describing the following:
Built up Velocity of a SHIP.
Acceleration of a ship given Direction of acceleration, G's of acceleration, and duration. Since a turn is 20 minutes long, we have all we need when a player says "2.6 G's bearing 192 degrees". By the way? Direction ZERO is always towards the galactic center much like North is always a given direction in Maps.
So, here's the way I see it now...
Stage one: Built up velocity has a bearing and magnitude (Velocity). Add a ship's built up velocity to its current location, that will be its future location if no other accelerations are applied to the ship at that point in time (including deceleration by the by).
Stage two: If the ship is to accelerate in any direction, a new vector is generated where distance travelled is 1/2A*T*T. This is added to the FINAL location without acceleration. The new final location in turn, needs to generate a new "built up vector" for the ship. Simply select its old location at the start of turn and determine what the new vector is with the new final location.
Now for the tricky part.
Each "vector" has to have its start point at a "zero,zero" position relative to its reference (ie the ship is zero,zero) for the ship, the final built up vector has to treat its original position as 0,0 before it adds the acceleration vector. And when you get the final location, you have to translate it back to Polar Co-ordinates in order to know where it is relative to the center of gravity (stellar center of mass).
How does one add vectors in rectangular coordinates? THAT was the process I was working on back then, and will need to retrain myself to figure out again. Once I figure out HOW it is done, then I can write the code that does it. If someone figures it out and sets the steps for me (the algorithm) I can code it.
Once we test it and find it works like it should - then we can run the actual campaign. Clearly, not something we can do within 6 months
