Flykiller, I never responded to this...
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />I always just keep track of the distance between two ships. The paper doesn't have to be that big for that.
don't need paper for just that.
It's the distance between two combatants that counts.
and if there's more than two?
say a warship and its supply vessel jump in to a world defended by an sdb. the supply is well back to stay out of range of the sdb's weapons, and the warship is between it and the sdb. the (say) smaller faster sdb can't kill the warship, but it can kill the supply vessel, so instead of trying to go straight past the warship it instead tries to loop wide around it and get to the supply vessel before the warship can intervene. the warship doesn't follow the sdb exactly but pulls back and towards it, trying to keep itself between the sdb and the supply ship while not letting the sdb get too close without coming under fire - meanwhile the supply vessel slowly is trying to loop around behind the warship away from the sdb, trying to evade it.
this is a very likely scenario, and I don't think range bands would be quite up to depicting it. </font>[/QUOTE]I could handle that easily just using range bands.
You just have to use
two columns.
The PC's ship is the SDB. The bogies are the warship and its supply vessel. So, just have two columns. One column shows distance to the warship. The other shows distance to the supply vessel.
A lot of this depends on the M-Drive of the warship. Is it M-1 while he sdb is M-5 or something (allowing the sdb to swing wide, out of the warship's firing range, towards the supply ship?).
Let's say the actual plot looks like this...
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SDB ...50,000 km... Warship ...20,000 km... Supply Ship</pre>[/QUOTE]So, the GM takes out his notebook paper and makes two columns. One col. repreents distance to the warship. The other col represents distance to the supply ship. 1st col. has 5 Range Bands. 2nd col has 7 Range Bands.
The GM has to keep in mind that, as the SDB swings wide, range between the SDB and the Supply ship are increased (because, with Range Bands you can only increase or decrease distance). The question is, "By how much?".
If the SBD accelerates at 45 degrees, he'll maintain his position from the warship, if the warship doesn't move.
So, The SDB moves 5 range bands during its turn. But, since it's not changing his distance from the warship, the
Range Bands stay the same (the SDB is now rimward of the Warship and not trailing). But, FIRING RANGE is the SAME. So, you make no adjustment on your Range Band column.
This is why I pointed out, in the other post, that it's the
distance between the objects that matter when keeping track with Range Bands.
See... The SDB is swinging wide of the warship, riding the rim of a circle around the warship, trying to get at the supply ship. As the SDB makes its way around the circumfrence, it's distance from the warship is not altered...it's always going to be 50,000 km unless the SDB creates greater range or the warships accelerates towards the SDB.
Because the SDB has farther to go around the circumfrence of the warship, it looses its speed advantage. The warship can accelerate towards it, closing distance, at any time, eventhough the warship has a M-D1 drive.
Thus, it's farily easy to keep track of the scenario you presented using Range Bands.
Where Range Bands get tricky, though, is when there are more than two "sides" of a conflict.
Turn the supply ship into a third hostile force--let's say there's the SDB, the warship, and a Vargr Pirate Corsair, with all three engaging the other--THAT'S when it becomes unmanageable with straight 1-dimensional range bands.
But, there's a cure for this, too. (And, your scenario above would be better served using this method.)
Have the GM pull out a sheet of graph paper instead of regular lined notebook paper. Each square = a Range Band of 10,000 km, as normal. The difference is:
the graph paper allows the GM to plot 2-D Range Bands on two axis.
So, simply plot the encounter, as you would on a regular map, except the GM is doing this on his scratch graph paper and describing action to the Players.
That's how I'd handle either of these examples in a real game.