• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Vector Movement Made Cool

robject

SOC-14 10K
Admin Award
Marquis
There are difficulties with the Book 2 starship combat system. One is that it requires some planning to manage one's vectors -- namely, some look-ahead counters, or string, or something like that.

Another difficulty is that you need planet templates cut-out and ready to use, since combat generally takes place near a mainworld. This means you need world discs ranging from size 0 to size 10.

If I recall correctly, these world discs have a radius of R = D^2, where R is radius in cm, and D is the world size. (Or is the radius in inches?). Additionally, the radius is augmented (again, based on world size) with gravity field data at 0.25G, 0.5G, 0.75G, and so on until you reach the world surface proper.

Until I go home and check the sources myself, I'll have to address the world disc only, and worry about gravity later.

So, I've done some preliminary work on world discs:

Small: 2-4, average 4. D = 3.2 cm
Medium: 5-7, average 6. D = 7.2 cm
Large: 8-10, average 8. D = 12.8 cm

(Desert, Garden, Lunar, Exotic) x (size 4, size 6, size 8).

Preliminary world discs are here:

http://eaglestone.pocketempires.com/resources/vectorcombat/

I've also included a Jupiter-like gas giant I tried to create.

The images were used with LunarCell, by Flaming Pear Software. Size 4,6,8 worlds are somewhere around sizes 20, 30, and 40, while the gas giant is between size 70 and 100, I think.
 
There are difficulties with the Book 2 starship combat system. One is that it requires some planning to manage one's vectors -- namely, some look-ahead counters, or string, or something like that.

Another difficulty is that you need planet templates cut-out and ready to use, since combat generally takes place near a mainworld. This means you need world discs ranging from size 0 to size 10.

If I recall correctly, these world discs have a radius of R = D^2, where R is radius in cm, and D is the world size. (Or is the radius in inches?). Additionally, the radius is augmented (again, based on world size) with gravity field data at 0.25G, 0.5G, 0.75G, and so on until you reach the world surface proper.

Until I go home and check the sources myself, I'll have to address the world disc only, and worry about gravity later.

So, I've done some preliminary work on world discs:

Small: 2-4, average 4. D = 3.2 cm
Medium: 5-7, average 6. D = 7.2 cm
Large: 8-10, average 8. D = 12.8 cm

(Desert, Garden, Lunar, Exotic) x (size 4, size 6, size 8).

Preliminary world discs are here:

http://eaglestone.pocketempires.com/resources/vectorcombat/

I've also included a Jupiter-like gas giant I tried to create.

The images were used with LunarCell, by Flaming Pear Software. Size 4,6,8 worlds are somewhere around sizes 20, 30, and 40, while the gas giant is between size 70 and 100, I think.
 
Originally posted by robject:
There are difficulties with the Book 2 starship combat system. One is that it requires some planning to manage one's vectors -- namely, some look-ahead counters, or string, or something like that.
(slaps head) Ah! I forgot to list the "future position" marker in that thread I started on this. Thanks for reminding me.

But, as far as planets...

I've found that, even with one sq or hex = 10,000 km, we're still talking about a looonnnnggg way to a planet.

Unless your combat encounter takes place within 10 diams or so, I wouldn't bother with world markers.

Here's why:

A Size 8 (Earth sized) planet can fit inside of one Range Band (10,000 km).

If you're using the Range Band method, then simply place a counter (any counter) in that hex to represent the planet.

If you're using the 1 square = 2,500 km that I wrote about in the other thread, then you will need some sort of template for a planet...but, consider this...

The 100 diam limit for a Size 8 world is 1,280,000 km. If your combat takes place anywhere near the 100 diam limit, then the planet won't even be on the board.

1,280,000 km is 128 Range Bands! That's a fairly long way.

If you're using the 1 sq = 2,500 km that I posted in the thread, that's 512 squares!

Sure, you could run up on the planet, especially at high velocity (if a ship is running at, say, 50 Range Bands per turn, it will take no time at all), but I've rarely had to put planets on the board in my games...typically only when a ship is running for the planet.

Otherwise, all the open space represented by the hex board is typically free of worlds and such.

Just food for thought.
 
Originally posted by robject:
There are difficulties with the Book 2 starship combat system. One is that it requires some planning to manage one's vectors -- namely, some look-ahead counters, or string, or something like that.
(slaps head) Ah! I forgot to list the "future position" marker in that thread I started on this. Thanks for reminding me.

But, as far as planets...

I've found that, even with one sq or hex = 10,000 km, we're still talking about a looonnnnggg way to a planet.

Unless your combat encounter takes place within 10 diams or so, I wouldn't bother with world markers.

Here's why:

A Size 8 (Earth sized) planet can fit inside of one Range Band (10,000 km).

If you're using the Range Band method, then simply place a counter (any counter) in that hex to represent the planet.

If you're using the 1 square = 2,500 km that I wrote about in the other thread, then you will need some sort of template for a planet...but, consider this...

The 100 diam limit for a Size 8 world is 1,280,000 km. If your combat takes place anywhere near the 100 diam limit, then the planet won't even be on the board.

1,280,000 km is 128 Range Bands! That's a fairly long way.

If you're using the 1 sq = 2,500 km that I posted in the thread, that's 512 squares!

Sure, you could run up on the planet, especially at high velocity (if a ship is running at, say, 50 Range Bands per turn, it will take no time at all), but I've rarely had to put planets on the board in my games...typically only when a ship is running for the planet.

Otherwise, all the open space represented by the hex board is typically free of worlds and such.

Just food for thought.
 
I think 10kkm per hex is a nice distance, assuming weapon ranges can accomodate this. I note that Jupiter will still be a circle 14 hexes in diameter or so...

It seems that vector movement sort of assumed that the minimal unit of distance is some odd sort of 'circular millimeter', which allows planets to be of significant size.

And yes, any actions with a planet in range are well within the 100D limit.

I was wrong with my calculations, by the way. Radius = 8 x D in mm. So R(4) = 32mm, R(6) = 48mm, and R(8) = 64mm.

Then there's a more complicated equation for determining gravity distances.

Of course, half of the whole reason for using vector movement is to take advantage of gravity effects!
 
I think 10kkm per hex is a nice distance, assuming weapon ranges can accomodate this. I note that Jupiter will still be a circle 14 hexes in diameter or so...

It seems that vector movement sort of assumed that the minimal unit of distance is some odd sort of 'circular millimeter', which allows planets to be of significant size.

And yes, any actions with a planet in range are well within the 100D limit.

I was wrong with my calculations, by the way. Radius = 8 x D in mm. So R(4) = 32mm, R(6) = 48mm, and R(8) = 64mm.

Then there's a more complicated equation for determining gravity distances.

Of course, half of the whole reason for using vector movement is to take advantage of gravity effects!
 
I've glanced at The Traveller Book, and it appears as though the world disc for a planet of size 8 is appx ten inches in diameter (including the gravity zones). The planetary disc itself is only 128mm in diameter (5.3" for us Imperial types), which fits fine on A4 paper. But 10"? I'd have to go to Kinko's.

Also, I'm having fits drawing those G-zones with my favorite drawing program. I don't suppose someone with PDF expertise can whip up a fragment of code to generate a circle for me? I can then take that chunk of code and put it into a perl program which, given a world size, will auto-generate the appropriate zones into a PDF.

Anyone?
 
I've glanced at The Traveller Book, and it appears as though the world disc for a planet of size 8 is appx ten inches in diameter (including the gravity zones). The planetary disc itself is only 128mm in diameter (5.3" for us Imperial types), which fits fine on A4 paper. But 10"? I'd have to go to Kinko's.

Also, I'm having fits drawing those G-zones with my favorite drawing program. I don't suppose someone with PDF expertise can whip up a fragment of code to generate a circle for me? I can then take that chunk of code and put it into a perl program which, given a world size, will auto-generate the appropriate zones into a PDF.

Anyone?
 
Your using A4 paper? Why?
Also, why are you drawing G-zones? Do you need to get out more? ;)
(Seriously, use 11x17 to get a 10" circle. Of course, there's a bit of wasted paper there. And, 11x17 probably wont fit in your printer....)
 
Your using A4 paper? Why?
Also, why are you drawing G-zones? Do you need to get out more? ;)
(Seriously, use 11x17 to get a 10" circle. Of course, there's a bit of wasted paper there. And, 11x17 probably wont fit in your printer....)
 
Originally posted by Fritz88:
Your using A4 paper? Why?
Also, why are you drawing G-zones? Do you need to get out more? ;)
(Seriously, use 11x17 to get a 10" circle. Of course, there's a bit of wasted paper there. And, 11x17 probably wont fit in your printer....)
Exactly.
 
Originally posted by Fritz88:
Your using A4 paper? Why?
Also, why are you drawing G-zones? Do you need to get out more? ;)
(Seriously, use 11x17 to get a 10" circle. Of course, there's a bit of wasted paper there. And, 11x17 probably wont fit in your printer....)
Exactly.
 
Back
Top