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Pulling G's in High Guard

If a ship has a vector of 48 hexes, but does not accelerate, the crew wouldn't know they are moving without looking out of the window.
It's only when you try to change vector, i.e. accelerate, that the crew would have a sense of movement.
Even then, the magical inertial compensators in Traveller ships still maintain the feeling of no movement/slow movement.
 
If a ship has a vector of 48 hexes, but does not accelerate, the crew wouldn't know they are moving without looking out of the window.
It's only when you try to change vector, i.e. accelerate, that the crew would have a sense of movement.
Even then, the magical inertial compensators in Traveller ships still maintain the feeling of no movement/slow movement.
 
Originally posted by Sigg Oddra:
Except that a ship with a maneuver drive of 6 and an agility of zero should still have a 6g move?

Agility is still used as a defensive modifier on the combat tables.
Yes it can accelerate by 6 hexes if it declares Emergency Agility and diverts the power to run the maneuver drive from weapons.

The M-drive will not work without a power input.
 
Originally posted by Sigg Oddra:
Except that a ship with a maneuver drive of 6 and an agility of zero should still have a 6g move?

Agility is still used as a defensive modifier on the combat tables.
Yes it can accelerate by 6 hexes if it declares Emergency Agility and diverts the power to run the maneuver drive from weapons.

The M-drive will not work without a power input.
 
Well Sigg that is what I was wondering. I had no idea what the effects of motion would have on you in space. So as soon as you stop accelerating and are on a vector you don't feel the G's?

My whole reason was really to keep the map board small. But I see now that this isn't possible. I guess there are negative modifiers in triplanetary if two spaceships are travelling at different velocities. Triplanetary calls this a relative velocitiy modifier.

I just guess it all comes down to the fact that its easier to buy a completed system. Too many factors and variables to think out. I guess thats why the guys get the big bucks.
 
Well Sigg that is what I was wondering. I had no idea what the effects of motion would have on you in space. So as soon as you stop accelerating and are on a vector you don't feel the G's?

My whole reason was really to keep the map board small. But I see now that this isn't possible. I guess there are negative modifiers in triplanetary if two spaceships are travelling at different velocities. Triplanetary calls this a relative velocitiy modifier.

I just guess it all comes down to the fact that its easier to buy a completed system. Too many factors and variables to think out. I guess thats why the guys get the big bucks.
 
Like I said, Mayday + HG is not overwhelming and is easier than Mayday alone because you don't track every missile (The Tigress launches this missile at you and this one and this one and...) and there's only two rangebands.

GURPS Traveller Interstellar Wars has a more complex system that includes configuring plus facing.

For example it doesn't matter so much which direction a Broadsword is facing, because it's a dull ship without a sharp edge. ;)
 
Like I said, Mayday + HG is not overwhelming and is easier than Mayday alone because you don't track every missile (The Tigress launches this missile at you and this one and this one and...) and there's only two rangebands.

GURPS Traveller Interstellar Wars has a more complex system that includes configuring plus facing.

For example it doesn't matter so much which direction a Broadsword is facing, because it's a dull ship without a sharp edge. ;)
 
Thanks Henry for you suggestions.
 
Yea, the G's of acceleration affect the crew only on vector changes. When they're not apply thrust, they're coasting. Simple example, accelerate your car on the freeway, and you get pressed back in the seat, but once at cruising speed, you don't have to worry about your drink popping out of its cup holder.

If you want to advance ships and compenators, make it so they can apply more than 6G's thrust. That's a decided tactical advantage.

As far having enough room, everyone knows that Mayday et al are best played in parking lots with string, chalk and walkie talkies :).
 
Yea, the G's of acceleration affect the crew only on vector changes. When they're not apply thrust, they're coasting. Simple example, accelerate your car on the freeway, and you get pressed back in the seat, but once at cruising speed, you don't have to worry about your drink popping out of its cup holder.

If you want to advance ships and compenators, make it so they can apply more than 6G's thrust. That's a decided tactical advantage.

As far having enough room, everyone knows that Mayday et al are best played in parking lots with string, chalk and walkie talkies :).
 
"Mayday et al are best played in parking lots with string, chalk and walkie talkies"

LOL Whartung
 
"Mayday et al are best played in parking lots with string, chalk and walkie talkies"

LOL Whartung
 
Reducing (or should it be increasing :confused: )the scale for LBB:2 works ok, just make a 1g vector 10mm instead of 100mm.
Saves a lot of space on the tabletop ;)
 
Reducing (or should it be increasing :confused: )the scale for LBB:2 works ok, just make a 1g vector 10mm instead of 100mm.
Saves a lot of space on the tabletop ;)
 
OK so to some extent to measure this battlefield makes the idea of using hexes unnecessary. It has to be measured directly to scale? With vector movement you would need a playing board like a radar screen. Able to zoom in and out like you were looking at a display in a command center? hmm

I was thinking why not also go all the way and also measure the 3d distance as well. If we know the position of the ships mathmatically, in this vitural 3d space, would it just be a formula easy applied for distances between objects? I imagine some of these scientific calculators availble on the web could easily do a programmed formula like that to give you distances for sensors and combat. Hmm what math would be needed to define such a battlefield, trig?

What tactics would you employ? I guess I am already imagining people flinging their ships high speed. Trying to launch missle attacks without being too depictable in the vector path. I suppose if you can figure out where exactly your opponet will be in the future you would have alot of ordanince there. ECM would be important to fool the oppents sensors.
 
OK so to some extent to measure this battlefield makes the idea of using hexes unnecessary. It has to be measured directly to scale? With vector movement you would need a playing board like a radar screen. Able to zoom in and out like you were looking at a display in a command center? hmm

I was thinking why not also go all the way and also measure the 3d distance as well. If we know the position of the ships mathmatically, in this vitural 3d space, would it just be a formula easy applied for distances between objects? I imagine some of these scientific calculators availble on the web could easily do a programmed formula like that to give you distances for sensors and combat. Hmm what math would be needed to define such a battlefield, trig?

What tactics would you employ? I guess I am already imagining people flinging their ships high speed. Trying to launch missle attacks without being too depictable in the vector path. I suppose if you can figure out where exactly your opponet will be in the future you would have alot of ordanince there. ECM would be important to fool the oppents sensors.
 
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