Originally posted by Cymew:
Now, maybe I shouldn't hijack the thread, but now I'd love to know at which range you place the ships. When do you know a closing ships is hostile anyway?
These sensor rules should make it simple. When Passive sensors pick up a ship close to the player's ship, the PCs should keep an eye on it. Remember, Passive Sensors on civilian vessles will typically be less than 150,000 km--which really isn't that far out in astronomical terms.
Don't forget, too, that all ships have transponders that broadcast the ship's ID. I've seen it mentioned in Trav rules (may have been MT rules) where this transponder is broadcasting all the time (which will also increase detection range--making just about every contact detection "automatic" most of the time). The PCs can turn the transponder "off", but this is illegal most of the time (great idea to have the ship boarded by customs--when they're are running with their transponder off).
I've also seen it played where the transponder doesn't automatically broadcast (but that broadcasting all the time makes sense--like boating, you always want other ships to know where you are...if you're on the up and up), but it can be "pinged" by a vessel. If your ship is pinged, then you must reply with the transponder ID.
So, if the players' ship is being approached by a ship without a transponder signal, they should probably start to get worried.
Also, space is a big place. There should little reason for any other craft to come "close" to the PC's ship.
The PC's, reading the sensor data, can tell a ship's velocity (velocity being both speed and direction). If the projected flight path of a ship takes it anywhere near the PC's ship (say, within 150,000-200,000 km), then the PC's should keep an eye on it.
It should be very hard for any ship to sneak up on another in space.
Pirates can have false transponders (also, their ship configuration might give 'em away, "Hey, that's not a standard 200 ton Free Trader!"), or, if appropriate, they can hid behind asteroids in Trojan Points or Asteroid Belts.
Another place a ship can be vulnerable is when refueling at a Gas Giant. Diving into the upper atmo of a GG will screw with the sensors (all those magnetic fields and screwy atmo conditions), making the ship effectively blind while it scoops hydrogen.
Pirates and such could hide around the horizon of a GG then spring on any ship that is wilderness refueling, getting fairly close, if they're lucky, before the target ship realizes another vessel is close.
Check your LBB2 for weapon range. At 50 Range Bands (500,000 km), laser attacks are at -5DM, so that's a pretty safe distance. One of the jobs of the Navigator, on the PC's bridge, will be to monitor other vessels within 500,000 km of the PC's ship.
If it's a heavy traffic area, he won't be on guard as much as he would if the PCs are out all alone and a bogey shows up at 500,000 km. Keep an eye on that guy (and check his transponder).
So, to answer you question, I'd say "it depends" and give you a range of something like 150-000 km to 500,000 km. That will typically be a starting point for a ship encounter--somewhere in that range.
Anything closer than that is something the PCs should watch closely.