Enoff
SOC-13
Subject: Proposal, Adapting High Guard to a Hex Oriented Vector/Velocity Combat System.
Ok I have been doing some research and comparing several different space combat systems. At the moment this will just deal with the idea of vector movement and G forces.
The basic rule of vector movement is assumed; In any movement phase, any ship which is not accelerated by thrust or gravity will move as it did in the previous turn, in the same direction, and travelling an equal distance.
I am looking at these systems: Attack Vector, Triplanetary, CT book2 and High Guard. My objective is to use a hex based solar system as in Triplanetary, with vector movement as in Vector Attack adapted to some scales, ideas and premises as given in CT Traveller.
Scale would be as given in CT Book 2 pg26:
Each turn represents 1,000 seconds
1 mm equals 100 km
Thrust 1G = 100mm
(1,000 seconds acceleration at 1G will produce a velocity change of 10,000 km, or 100mm in scale, per turn).
* 1 Hex will equal 100mm or 1G thrust in a turn.
** Ship facing is important to determine weapon arcs.
I am assuming the Drive number will determine the G thrust output going from 1 to 6. This number will be used like in Attack Vector as Movement points to change course and change facing. 1G thrust equals 1 hex movement; 1G thrust(or movement point is need to change facing per hexside at end of movement). As in Attack Vector facing is determined in the first part of the movement phase(course change) in the direction thrust was applied. Later if there is any thrust or movement points left after movement they could be used to change facing. (Triplanetary is different allowing more course changes during movement with facing being unimportant).
Here are some assumptions I am making. Taking from High Guard pg17 the idea that Grav plates built into the ship allow High-G maneuvering while interior G-Fields remain normal. I thought perhaps the drive number could be used to determine the amount of G's the crew could operate at normal with no penalty. Any number over this would modify crew functions -1 per G over. So a ship with a Maneuver drive rated at 4 could endure 4 G velocity movement suffering no penalty. Any number over would reduce crew quality.
Perhaps later to complicate things Tech levels could modify the amout of Gs the ship's gav plates could handle. So that a Tech 15 ship with a drive rated 6 could handle more Gs than a Tech 10 ship with the same drive rating. (haven't thought this out yet, main idea though is to keep it playable without becoming too cumbersom).
So even though you could possibly build up velocity from turn to turn you are forced to stay within a reasonable limit so not to reduce your crew's effectiveness.
Does this sound like a reasonable way to deal with pulling G's?
Ok I have been doing some research and comparing several different space combat systems. At the moment this will just deal with the idea of vector movement and G forces.
The basic rule of vector movement is assumed; In any movement phase, any ship which is not accelerated by thrust or gravity will move as it did in the previous turn, in the same direction, and travelling an equal distance.
I am looking at these systems: Attack Vector, Triplanetary, CT book2 and High Guard. My objective is to use a hex based solar system as in Triplanetary, with vector movement as in Vector Attack adapted to some scales, ideas and premises as given in CT Traveller.
Scale would be as given in CT Book 2 pg26:
Each turn represents 1,000 seconds
1 mm equals 100 km
Thrust 1G = 100mm
(1,000 seconds acceleration at 1G will produce a velocity change of 10,000 km, or 100mm in scale, per turn).
* 1 Hex will equal 100mm or 1G thrust in a turn.
** Ship facing is important to determine weapon arcs.
I am assuming the Drive number will determine the G thrust output going from 1 to 6. This number will be used like in Attack Vector as Movement points to change course and change facing. 1G thrust equals 1 hex movement; 1G thrust(or movement point is need to change facing per hexside at end of movement). As in Attack Vector facing is determined in the first part of the movement phase(course change) in the direction thrust was applied. Later if there is any thrust or movement points left after movement they could be used to change facing. (Triplanetary is different allowing more course changes during movement with facing being unimportant).
Here are some assumptions I am making. Taking from High Guard pg17 the idea that Grav plates built into the ship allow High-G maneuvering while interior G-Fields remain normal. I thought perhaps the drive number could be used to determine the amount of G's the crew could operate at normal with no penalty. Any number over this would modify crew functions -1 per G over. So a ship with a Maneuver drive rated at 4 could endure 4 G velocity movement suffering no penalty. Any number over would reduce crew quality.
Perhaps later to complicate things Tech levels could modify the amout of Gs the ship's gav plates could handle. So that a Tech 15 ship with a drive rated 6 could handle more Gs than a Tech 10 ship with the same drive rating. (haven't thought this out yet, main idea though is to keep it playable without becoming too cumbersom).
So even though you could possibly build up velocity from turn to turn you are forced to stay within a reasonable limit so not to reduce your crew's effectiveness.
Does this sound like a reasonable way to deal with pulling G's?