Black Globe Generator stated:
What exactly do you mean by "a cinematic approach?" Are we talking Star Wars or something?
"Real" space combat involves physics and vector addition and lots of <square root <t^2/.5a>> calculations. Toss in heading and weapons bearing rules, and you've got some heavy math that the CT designers didn't want, so they made A Terribly Bad Assumption: that all that really mattered was the range between targets and their speed toward/away from each other.
It's ATBA because all that goes out the window when you introduce a course change or a third target that chooses, for whatever reason, to deviate from a direct-line course. (Space mines are an example of why one might not wish to follow directly in the path of your target. Fighters launched from a heretofore undetected asteroid base might be another. A course change might be warranted because help is waiting behind the Venturi moon. A better example is when a lower acceleration attacker is closing at a high base speed and the higher-acceleration defender wishes to open the range as quickly as possible. Rather than running "away" from the attacker, the high-accel defender would accelerate at right angles to the approaching ship's vector, and the approaching ship will never be able to close beyond a certain range.)
The range band system, however good or bad an assumption, is an attempt to keep it simple and playable but not create a system where X-wing fighters in a vacuum "pull up" or veer sharply. It tries to simulate a very simple physics model (one-dimensional though it may be).
"Cinematic" systems are where you start to throw out real-world physics assumptions to make the game operate more smoothly (and possibly, to make it more fun for the players).
Star Fleet Battles itself has some cinematic features, like a turn radius for a ship under warp. Ships in SFB maneuver much like oceangoing ships in our world and not very much like spacecraft. Sure, one can explain this away by the "nature of warp drive," and say the ships
are following the physics of the SFB (read:
Star Trek) universe, but it's still somewhat cinematic.
A REALLY cinematic game is one like the Star Wars RPG, where fighters do Immelman turns in space and other silliness.
Somewhere higher on the scale than SFB and lower than Star Wars: tRPG is T20, which uses a very cinematic approach to starship movement. Starships drift and turn and behave in ways that are contrary to actual spatial mechanics, all to make the game more playable and (to many of you) enjoyable. I qualified that because I don't like the system, but maybe it's just because I can't get past the movement system.
I appreciate, however, that Hunter et al. created the T20 starship combat system to do what other games do - create an
approximation of "real" physical movement in space while not requiring advanced math skills from the players. I just think they shaded too far on the simplistic side, is all.