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Vector Movement Made Simple

Ok I just added it back into the Moot, with a new topic on it in the Moot Spire Forum with a link.

Hunter
 
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.
 
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.
 
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]Was reading Book 1 again tonight, and I've got a question for you.

Personal ground combat. Your party of 4 crewman stumbles upon a Zho patrol of 6 soldiers.

You wouldn't use Range Bands for personal combat on this? First, the whole party together, then separated into four columns if party members moved away from each other?

Isn't that the same thing as in space combat?
 
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]Was reading Book 1 again tonight, and I've got a question for you.

Personal ground combat. Your party of 4 crewman stumbles upon a Zho patrol of 6 soldiers.

You wouldn't use Range Bands for personal combat on this? First, the whole party together, then separated into four columns if party members moved away from each other?

Isn't that the same thing as in space combat?
 
Isn't that the same thing as in space combat?
no. men don't continually accelerate.
Where Range Bands get tricky, though, is when there are more than two "sides" of a conflict.
but that was in the example you just walked through. you kept track of the abstract distance between the sdb and the warship, and the sdb and the supply ship, but not the distance between the sdb/warship and the supply ship. lot of lateral motion there, and a lot of motion by the supply ship itself, and range bands just don't show that.

instead of the starting distances you assumed, try this one:

sdb / 2 / warship / 5 / supply ship

this distance ratio should illustrate the problem a little better.

tell you what, I'm going to post my idea of a full-on vector movement system pretty soon, maybe you and I can test it out.
Ok I just added it back into the Moot
sorry, can't access the moot.
 
Isn't that the same thing as in space combat?
no. men don't continually accelerate.
Where Range Bands get tricky, though, is when there are more than two "sides" of a conflict.
but that was in the example you just walked through. you kept track of the abstract distance between the sdb and the warship, and the sdb and the supply ship, but not the distance between the sdb/warship and the supply ship. lot of lateral motion there, and a lot of motion by the supply ship itself, and range bands just don't show that.

instead of the starting distances you assumed, try this one:

sdb / 2 / warship / 5 / supply ship

this distance ratio should illustrate the problem a little better.

tell you what, I'm going to post my idea of a full-on vector movement system pretty soon, maybe you and I can test it out.
Ok I just added it back into the Moot
sorry, can't access the moot.
 
Originally posted by flykiller:
tell you what, I'm going to post my idea of a full-on vector movement system pretty soon, maybe you and I can test it out.
Looking forward to seeing them.

Ok I just added it back into the Moot
sorry, can't access the moot. [/QB][/QUOTE]

Me either. I'd like to see the rules, though.
 
Originally posted by flykiller:
tell you what, I'm going to post my idea of a full-on vector movement system pretty soon, maybe you and I can test it out.
Looking forward to seeing them.

Ok I just added it back into the Moot
sorry, can't access the moot. [/QB][/QUOTE]

Me either. I'd like to see the rules, though.
 
battle.gif


each pixel in the image is about 6000 miles. 30 pixels is 1 light second. a ship that accelerates for 1000 seconds at 1G will have a vector of 1 pixel per 1000 second turn.

the outer ring is the 100d limit of an earth-sized world. the inner ring is the 10d boundary. the center pixel is the planet itself. the larger dot on the upper left just outside of the 10d limit is the world's moon, one pixel.

the range of dots starting in the lower right of the graphic represent the vector of an incoming M6 smuggler for 24 turns. the range of dots starting in the upper right inside the 100d limit represent the vector of a defending M4 sdb, tasked with stopping the smuggler, also for 24 turns. the smuggler wins if it enters and remains inside the 10d boundary. the sdb wins if it destroys the smuggler outside the 10d boundary.

the following represent position and vector data for each ship each turn.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">turn sdb smuggler
x y xv yv xd yd (smug) x y xv yv xd yd (sdb)
---------------------------------- ----------------------------------
001 538 227 -002 -001 000 000 12.7 796 509 000 000 -005 -003 12.7
002 536 226 -002 -001 000 000 12.7 794 508 -005 -003 -005 -003 12.7
003 534 225 -002 -001 000 000 12.6 787 504 -010 -006 -004 -004 12.6
004 532 224 -002 -001 000 000 12.2 775 496 -014 -010 -004 -004 12.2
005 530 223 -002 -001 000 000 11.6 759 484 -018 -014 -004 -004 11.6
006 528 222 -002 -001 000 000 10.8 739 468 -022 -018 -005 -003 10.8-
007 526 221 -002 -001 000 004 9.9- 715 449 -027 -021 -005 -003 9.9+
008 524 223 -002 003 000 004 8.7+ 686 427 -032 -024 -005 -003 8.7=
009 522 228 -002 007 000 004 7.2= 652 402 -037 -027 -005 003 7.2=
010 520 237 -002 011 000 004 5.6= 613 376 -042 -024 005 003 5.6=
011 518 250 -002 015 000 004 3.9= 573 353 -037 -021 005 003 3.9=
012 516 267 -002 019 000 004 2.3= 538 333 -032 -018 005 003 2.3=
013 514 288 -002 023 -002 -003 1.0= 508 316 -027 -015 005 003 1.0=
014 511 308 -004 020 -002 -003 1.0= 483 302 -022 -012 005 003 1.0=
015 506 327 -006 017 -002 -003 1.9= 463 291 -017 -009 005 003 1.9=
016 499 343 -008 014 -002 -003 2.6= 448 283 -012 -006 005 003 2.6=
017 490 356 -010 011 -002 -003 3.1= 438 278 -007 -003 005 003 3.1=
018 479 366 -012 008 000 -004 3.4= 433 276 -002 000 005 003 3.4=
019 467 372 -012 004 000 -004 3.4= 433 277 003 003 005 003 3.4=
020 455 372 -012 000 000 -004 3.1= 438 281 008 006 -001 -001 3.1=
021 443 370 -012 -004 000 -004 2.8= 446 287 007 005 -001 -001 2.8=
022 431 364 -012 -008 002 -003 2.5= 453 292 006 004 -001 -001 2.5=
023 420 355 -010 -011 002 -003 2.4= 459 296 005 003 -004 -001 2.4=
024 411 343 -008 -014 2.2= 462 299 001 002 2.2=</pre>[/QUOTE](more in another post)
 
battle.gif


each pixel in the image is about 6000 miles. 30 pixels is 1 light second. a ship that accelerates for 1000 seconds at 1G will have a vector of 1 pixel per 1000 second turn.

the outer ring is the 100d limit of an earth-sized world. the inner ring is the 10d boundary. the center pixel is the planet itself. the larger dot on the upper left just outside of the 10d limit is the world's moon, one pixel.

the range of dots starting in the lower right of the graphic represent the vector of an incoming M6 smuggler for 24 turns. the range of dots starting in the upper right inside the 100d limit represent the vector of a defending M4 sdb, tasked with stopping the smuggler, also for 24 turns. the smuggler wins if it enters and remains inside the 10d boundary. the sdb wins if it destroys the smuggler outside the 10d boundary.

the following represent position and vector data for each ship each turn.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">turn sdb smuggler
x y xv yv xd yd (smug) x y xv yv xd yd (sdb)
---------------------------------- ----------------------------------
001 538 227 -002 -001 000 000 12.7 796 509 000 000 -005 -003 12.7
002 536 226 -002 -001 000 000 12.7 794 508 -005 -003 -005 -003 12.7
003 534 225 -002 -001 000 000 12.6 787 504 -010 -006 -004 -004 12.6
004 532 224 -002 -001 000 000 12.2 775 496 -014 -010 -004 -004 12.2
005 530 223 -002 -001 000 000 11.6 759 484 -018 -014 -004 -004 11.6
006 528 222 -002 -001 000 000 10.8 739 468 -022 -018 -005 -003 10.8-
007 526 221 -002 -001 000 004 9.9- 715 449 -027 -021 -005 -003 9.9+
008 524 223 -002 003 000 004 8.7+ 686 427 -032 -024 -005 -003 8.7=
009 522 228 -002 007 000 004 7.2= 652 402 -037 -027 -005 003 7.2=
010 520 237 -002 011 000 004 5.6= 613 376 -042 -024 005 003 5.6=
011 518 250 -002 015 000 004 3.9= 573 353 -037 -021 005 003 3.9=
012 516 267 -002 019 000 004 2.3= 538 333 -032 -018 005 003 2.3=
013 514 288 -002 023 -002 -003 1.0= 508 316 -027 -015 005 003 1.0=
014 511 308 -004 020 -002 -003 1.0= 483 302 -022 -012 005 003 1.0=
015 506 327 -006 017 -002 -003 1.9= 463 291 -017 -009 005 003 1.9=
016 499 343 -008 014 -002 -003 2.6= 448 283 -012 -006 005 003 2.6=
017 490 356 -010 011 -002 -003 3.1= 438 278 -007 -003 005 003 3.1=
018 479 366 -012 008 000 -004 3.4= 433 276 -002 000 005 003 3.4=
019 467 372 -012 004 000 -004 3.4= 433 277 003 003 005 003 3.4=
020 455 372 -012 000 000 -004 3.1= 438 281 008 006 -001 -001 3.1=
021 443 370 -012 -004 000 -004 2.8= 446 287 007 005 -001 -001 2.8=
022 431 364 -012 -008 002 -003 2.5= 453 292 006 004 -001 -001 2.5=
023 420 355 -010 -011 002 -003 2.4= 459 296 005 003 -004 -001 2.4=
024 411 343 -008 -014 2.2= 462 299 001 002 2.2=</pre>[/QUOTE](more in another post)
 
x and y are the ship's present position on the graphic during the numbered turn. 0,0 is in the upper left hand corner, x is left to right, y is top to bottom.

xv and yv are the ship's present vector during the numbered turn.

xd and yd are the ship's acceleration during a turn. they are left blank until the player decides what that acceleration will be, and are then filled in and used to determine the ship's future location and velocity.

the next value is the distance in light seconds between the ship and any other listed ships in play. this is used for sensor and weapons ranges. here there are only two ships, so the values are the same for each.

(more in a bit.)
 
x and y are the ship's present position on the graphic during the numbered turn. 0,0 is in the upper left hand corner, x is left to right, y is top to bottom.

xv and yv are the ship's present vector during the numbered turn.

xd and yd are the ship's acceleration during a turn. they are left blank until the player decides what that acceleration will be, and are then filled in and used to determine the ship's future location and velocity.

the next value is the distance in light seconds between the ship and any other listed ships in play. this is used for sensor and weapons ranges. here there are only two ships, so the values are the same for each.

(more in a bit.)
 
during turn 1 the sdb is simply drifting and waiting. it is at (538,227) and has a vector of (-002,-001), that is, two pixes to the left and one pixel up each turn. seeing nothing on its sensors during turn 1 it does not alter vector, thus its xd and yd remain 0. to find its position for turn 2, (turn 2 x) = (turn 1 x) + (turn 1 xv) + (turn 1 xd)/2, and (turn 2 y) = (turn 1 y) + (turn 1 yv) + (turn 1 yd)/2. thus, turn 2 x = 538 - 2 + 0 = 536, and turn 2 y = 227 - 1 + 0 = 226, for (536,226). to find its vector for turn 2, (turn 2 xv) = (turn 1 xv) + (turn 1 xd) and (turn 2 yv) = (turn 1 yv) + (turn 1 yd). thus, turn 2 xv = -2 + 0 = -2, and turn 2 yv = -1 + 0 = -1.

(more in a bit.)
 
during turn 1 the sdb is simply drifting and waiting. it is at (538,227) and has a vector of (-002,-001), that is, two pixes to the left and one pixel up each turn. seeing nothing on its sensors during turn 1 it does not alter vector, thus its xd and yd remain 0. to find its position for turn 2, (turn 2 x) = (turn 1 x) + (turn 1 xv) + (turn 1 xd)/2, and (turn 2 y) = (turn 1 y) + (turn 1 yv) + (turn 1 yd)/2. thus, turn 2 x = 538 - 2 + 0 = 536, and turn 2 y = 227 - 1 + 0 = 226, for (536,226). to find its vector for turn 2, (turn 2 xv) = (turn 1 xv) + (turn 1 xd) and (turn 2 yv) = (turn 1 yv) + (turn 1 yd). thus, turn 2 xv = -2 + 0 = -2, and turn 2 yv = -1 + 0 = -1.

(more in a bit.)
 
meanwhile during turn 1 the smuggler precipitates from jump onto pixel (796,509). it has no vector (xv and yv = 0) and is simply drifting on that point. the sdb is 12.7 LS away and the smuggler sees nothing on its sensors, so it decides to simply accelerate straight in, laying on a vector (xd,yd) of (-005,-003) during turn 1. thus for the smuggler (turn 2 x) = (turn 1 x) + (turn 1 xv) + (turn 1 xd)/2 = 796 + 0 - 2 = 794, and (turn 2 y) = (turn 1 y) + (turn 1 yv) + (turn 1 xd)/2 = 509 + 0 - 1 = 508. the smuggler's turn 2 vector is (turn 2 xv) = (turn 1 xv) + (turn 1 xd) = 0 - 5 = -5, and (turn 2 yv) = (turn 1 yv) + (turn 1 yd) = 0 - 3 = -3.

(xd^2 + yd^2) may not exceed (agility^2).

(more in a bit.)
 
meanwhile during turn 1 the smuggler precipitates from jump onto pixel (796,509). it has no vector (xv and yv = 0) and is simply drifting on that point. the sdb is 12.7 LS away and the smuggler sees nothing on its sensors, so it decides to simply accelerate straight in, laying on a vector (xd,yd) of (-005,-003) during turn 1. thus for the smuggler (turn 2 x) = (turn 1 x) + (turn 1 xv) + (turn 1 xd)/2 = 796 + 0 - 2 = 794, and (turn 2 y) = (turn 1 y) + (turn 1 yv) + (turn 1 xd)/2 = 509 + 0 - 1 = 508. the smuggler's turn 2 vector is (turn 2 xv) = (turn 1 xv) + (turn 1 xd) = 0 - 5 = -5, and (turn 2 yv) = (turn 1 yv) + (turn 1 yd) = 0 - 3 = -3.

(xd^2 + yd^2) may not exceed (agility^2).

(more in a bit.)
 
during turns 1-6 the smuggler continues to commit to his course, laying on vector. in turn 6 the sdb falls within 11 LS of the smuggler's sensors and the smuggler gets the first sensor tweak on where the sdb is. during turn 7 the signal becomes stronger, and on turn 8 when the sdb is within 9 LS the smuggler finally determines where the sdb is. it's too late to do anything about it, and the smuggler continues to lay on vector to reach the 10d boundary.

the sdb continues to coast, never having any idea where the smuggler is until turn 7. during turn 7 he begins to lay on maximum perpendicular vector in an attempt to intercept the smuggler before he reaches the 10d boundary. the sdb is much lower tech than the smuggler and must come within 1 LS of it to fire effectively. during turns 8 and 9 the sdb determines the smuggler's exact location and course and, having guessed correctly, simply continues on.

the smuggler continues to accelerate, even though he will overshoot the planet's 10d boundary. he has to avoid as many shots from the sdb as possible.

in turn 12 the accelerating ships are 2.3 LS apart and the smuggler's bow laser weapon finally is in range. firing, it destroys the sdb's port bow laser battery.

in turn 13 the ships are 1 LS apart and the sdb may finally strike. it rolls to uncover its starboard laser battery and fires. it hits the smuggler's bow battery and disables it. during the rest of the scenario the smuggler will attempt to repair his battery each turn but fail.

in turn 14 the ships, though rapidly separating, are still only 1 LS apart, and the sdb makes one more attempt to disable the smuggler. his weapons miss, and the ships race apart.

during turns 15-24 the sdb will attempt to swing around and hit the smuggler again on the far side of the world, but at M4 he just can't recover and turn fast enough. the M6 smuggler, however, rapidly comes to a complete halt and swings back into the planet's 10d boundary, and safety.

during decel the smuggler passes very close to the moon. if the moon has an atmosphere and the ship's course passes within 1 pixel of the moon's pixel, the ship may be said to have burned through the atmosphere. if the ship's course touches the moon's pixel, the ship may be said to have impacted the surface of that world.
 
during turns 1-6 the smuggler continues to commit to his course, laying on vector. in turn 6 the sdb falls within 11 LS of the smuggler's sensors and the smuggler gets the first sensor tweak on where the sdb is. during turn 7 the signal becomes stronger, and on turn 8 when the sdb is within 9 LS the smuggler finally determines where the sdb is. it's too late to do anything about it, and the smuggler continues to lay on vector to reach the 10d boundary.

the sdb continues to coast, never having any idea where the smuggler is until turn 7. during turn 7 he begins to lay on maximum perpendicular vector in an attempt to intercept the smuggler before he reaches the 10d boundary. the sdb is much lower tech than the smuggler and must come within 1 LS of it to fire effectively. during turns 8 and 9 the sdb determines the smuggler's exact location and course and, having guessed correctly, simply continues on.

the smuggler continues to accelerate, even though he will overshoot the planet's 10d boundary. he has to avoid as many shots from the sdb as possible.

in turn 12 the accelerating ships are 2.3 LS apart and the smuggler's bow laser weapon finally is in range. firing, it destroys the sdb's port bow laser battery.

in turn 13 the ships are 1 LS apart and the sdb may finally strike. it rolls to uncover its starboard laser battery and fires. it hits the smuggler's bow battery and disables it. during the rest of the scenario the smuggler will attempt to repair his battery each turn but fail.

in turn 14 the ships, though rapidly separating, are still only 1 LS apart, and the sdb makes one more attempt to disable the smuggler. his weapons miss, and the ships race apart.

during turns 15-24 the sdb will attempt to swing around and hit the smuggler again on the far side of the world, but at M4 he just can't recover and turn fast enough. the M6 smuggler, however, rapidly comes to a complete halt and swings back into the planet's 10d boundary, and safety.

during decel the smuggler passes very close to the moon. if the moon has an atmosphere and the ship's course passes within 1 pixel of the moon's pixel, the ship may be said to have burned through the atmosphere. if the ship's course touches the moon's pixel, the ship may be said to have impacted the surface of that world.
 
Originally posted by flykiller:
during turn 1 the sdb is simply drifting and waiting. it is at (538,227) and has a vector of (-002,-001), that is, two pixes to the left and one pixel up each turn. seeing nothing on its sensors during turn 1 it does not alter vector, thus its xd and yd remain 0. to find its position for turn 2, (turn 2 x) = (turn 1 x) + (turn 1 xv) + (turn 1 xd)/2, and (turn 2 y) = (turn 1 y) + (turn 1 yv) + (turn 1 yd)/2. thus, turn 2 x = 538 - 2 + 0 = 536, and turn 2 y = 227 - 1 + 0 = 226, for (536,226). to find its vector for turn 2, (turn 2 xv) = (turn 1 xv) + (turn 1 xd) and (turn 2 yv) = (turn 1 yv) + (turn 1 yd). thus, turn 2 xv = -2 + 0 = -2, and turn 2 yv = -1 + 0 = -1.

Um...Fly...

...is this Vector combat system going to be Easy to use? Because it doesn't strike me like that at all.

Charts and such have to be used or created for the fight?
 
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