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Vector Movement Made Simple

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?
 
Um...Fly...

...is this Vector combat system going to be Easy to use? Because it doesn't strike me like that at all.
(laugh) yeah, I know there's lots of notation there in the description, but that's just descriptive notation. once you walk through what it's saying it's really very easy. takes all of thirty seconds to look at the playing area and decide where you want your ship to go, all of thirty seconds to figure its new location and vector (faster if you use a spreadsheet), and all of thirty seconds to mark the new location on the playing area.

several nice things about doing it this way. it can handle more than two actors and actual maneuvers become possible. sensor and weapons range rules are drop-in implemented. double-blind battles over the internet with a referee and players are easily implemented. and aspect-dependent rules become possible.

range band methods are only good along a single axis. they cannot deal with multiple axes, lateral motion, triangulation, or acceleration. this method can handle anything.

care to give it a go with the sdb/warship/supply ship scenario?
 
Um...Fly...

...is this Vector combat system going to be Easy to use? Because it doesn't strike me like that at all.
(laugh) yeah, I know there's lots of notation there in the description, but that's just descriptive notation. once you walk through what it's saying it's really very easy. takes all of thirty seconds to look at the playing area and decide where you want your ship to go, all of thirty seconds to figure its new location and vector (faster if you use a spreadsheet), and all of thirty seconds to mark the new location on the playing area.

several nice things about doing it this way. it can handle more than two actors and actual maneuvers become possible. sensor and weapons range rules are drop-in implemented. double-blind battles over the internet with a referee and players are easily implemented. and aspect-dependent rules become possible.

range band methods are only good along a single axis. they cannot deal with multiple axes, lateral motion, triangulation, or acceleration. this method can handle anything.

care to give it a go with the sdb/warship/supply ship scenario?
 
Originally posted by flykiller:
range band methods are only good along a single axis.
Not if you use graph paper instead of regular lined notbook paper. You can easily plot movment using a two-dimensional grid and range bands.

care to give it a go with the sdb/warship/supply ship scenario?
Sure, I'll check it out.

Anyone else? Don't be shy. I'm sure Fly would appreciate the feedback.
 
Originally posted by flykiller:
range band methods are only good along a single axis.
Not if you use graph paper instead of regular lined notbook paper. You can easily plot movment using a two-dimensional grid and range bands.

care to give it a go with the sdb/warship/supply ship scenario?
Sure, I'll check it out.

Anyone else? Don't be shy. I'm sure Fly would appreciate the feedback.
 
coti_game.gif


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SDB - agility 6, weapons range 3LS, hits 4
WARSHIP - agility 4, weapons range 3LS, hits 10
SUPPLY SHIP - agility 1, hits 2


SDB WARSHIP SUPPLY SHIP
turn x y xv yv xd yd wars supp x y xv yv xd yd sdb supp x y xv yv xd yd sdb wars
---- --------------------------------- --------------------------------- ---------------------------------
001 120 300 000 000 -04 04 4.0 20.0 240 300 000 000 00 00 4.0 16.0 720 300 000 000 -- -- 20.0 16.0
002 118 302 -04 004 -- -- 4.1 240 300 000 000 -- --
</pre>[/QUOTE]the game space is 20LS high and 30LS wide. 1LS is 30 pixels on the graphic. pixel (0,0) is top left, x is left to right, y is top to bottom. the sdb is on the left at pixel (120,300), the warship is in the middle at pixel (240,300), and the supply ship is on the right at pixel (720,300). all ships have a present vector (xv,yv) of (0,0), meaning they are motionless relative to each other. the sdb is 4.0 LS from the warship, and 20.0 LS from the supply ship. there are no other features in this game space.

to keep this simple we'll use minimal combat rules for now. all ships are assumed to be in sensor range. the sdb takes 4 hits before being destroyed, the warship 10, and the supply ship 2. all weapons ranges are 3.0 LS. all ships fired upon that are in range are assumed to be hit.

the sdb wins if it destroys the supply ship and itself survives. the warship wins if the supply ship survives 40 turns. anything else is a tie.

to move, simply post what you want the vector change to be, i.e. "xd = 3, yd = -2", with xd^2 + yd^2 <= agility^2. I'll update the graphic and the position chart, and your ship will move. whoever controls the warship also controls the supply ship, and may move it as well in the same way.

so, say what ship you want and state it's new vector, and we'll begin.
 
coti_game.gif


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SDB - agility 6, weapons range 3LS, hits 4
WARSHIP - agility 4, weapons range 3LS, hits 10
SUPPLY SHIP - agility 1, hits 2


SDB WARSHIP SUPPLY SHIP
turn x y xv yv xd yd wars supp x y xv yv xd yd sdb supp x y xv yv xd yd sdb wars
---- --------------------------------- --------------------------------- ---------------------------------
001 120 300 000 000 -04 04 4.0 20.0 240 300 000 000 00 00 4.0 16.0 720 300 000 000 -- -- 20.0 16.0
002 118 302 -04 004 -- -- 4.1 240 300 000 000 -- --
</pre>[/QUOTE]the game space is 20LS high and 30LS wide. 1LS is 30 pixels on the graphic. pixel (0,0) is top left, x is left to right, y is top to bottom. the sdb is on the left at pixel (120,300), the warship is in the middle at pixel (240,300), and the supply ship is on the right at pixel (720,300). all ships have a present vector (xv,yv) of (0,0), meaning they are motionless relative to each other. the sdb is 4.0 LS from the warship, and 20.0 LS from the supply ship. there are no other features in this game space.

to keep this simple we'll use minimal combat rules for now. all ships are assumed to be in sensor range. the sdb takes 4 hits before being destroyed, the warship 10, and the supply ship 2. all weapons ranges are 3.0 LS. all ships fired upon that are in range are assumed to be hit.

the sdb wins if it destroys the supply ship and itself survives. the warship wins if the supply ship survives 40 turns. anything else is a tie.

to move, simply post what you want the vector change to be, i.e. "xd = 3, yd = -2", with xd^2 + yd^2 <= agility^2. I'll update the graphic and the position chart, and your ship will move. whoever controls the warship also controls the supply ship, and may move it as well in the same way.

so, say what ship you want and state it's new vector, and we'll begin.
 
I'll take the SDB.

All I see on your graphic is a white background and three dots that have a box around them.

I read the legend below the graphic, and I see the far left is the SDB. The dot in the middle is the warship. And, the dot to the far right is the supply ship.

Should I see more on the graphic than what I'm seeing? I see no other dots, cells, spaces, etc other than the three representing the ships.
 
I'll take the SDB.

All I see on your graphic is a white background and three dots that have a box around them.

I read the legend below the graphic, and I see the far left is the SDB. The dot in the middle is the warship. And, the dot to the far right is the supply ship.

Should I see more on the graphic than what I'm seeing? I see no other dots, cells, spaces, etc other than the three representing the ships.
 
One rule clarification, please: The Agility of each vessel is equivalent to its M-Drive rating. Agility isn't used as it is in High Guard. You're using it as a measure of how much velocity can be changed, correct?

So, right now, starting from the relative stop position, I can move the SDB in any direction up to a maximum of 6 light seconds.

If I'm reading this correctly, the grid used on the playing field is measured in light seconds.

If you tell me I'm correct with those two statements, then I believe I understand the game and am ready to make the SDB's first move.

I think this will be fun.
 
One rule clarification, please: The Agility of each vessel is equivalent to its M-Drive rating. Agility isn't used as it is in High Guard. You're using it as a measure of how much velocity can be changed, correct?

So, right now, starting from the relative stop position, I can move the SDB in any direction up to a maximum of 6 light seconds.

If I'm reading this correctly, the grid used on the playing field is measured in light seconds.

If you tell me I'm correct with those two statements, then I believe I understand the game and am ready to make the SDB's first move.

I think this will be fun.
 
BTW, why not make this even more fun and actually roll dice to see if we hit (instead of making the hits automatic). I'll be honest about my rolls. We could use either the High Guard or Book 2 damage chart.

What that will do is add an element of risk to being within firing range of an enemy--but not automatic damage.

When a hit is scored, a roll is made on the appropriate table by either the attacker or the defender.

Thoughts on that?
 
BTW, why not make this even more fun and actually roll dice to see if we hit (instead of making the hits automatic). I'll be honest about my rolls. We could use either the High Guard or Book 2 damage chart.

What that will do is add an element of risk to being within firing range of an enemy--but not automatic damage.

When a hit is scored, a roll is made on the appropriate table by either the attacker or the defender.

Thoughts on that?
 
ok, you have the sdb.

Should I see more on the graphic than what I'm seeing? I see no other dots, cells, spaces, etc other than the three representing the ships
I've updated the graphic so things are easier to see, but no, there's nothing else on it but the ships. just lots of maneuvering space - hopefully enough.
You're using agility as a measure of how much velocity can be changed, correct?
yes, exactly. vector may be adjusted at will in the x and y axes such that xd^2 + yd^2 <= agility^2. final vector xv and yv may accumulate without limit.
If I'm reading this correctly, the grid used on the playing field is measured in light seconds
no, the grid is in graphic pixels. 30 pixels equals one light second (LS). when a ship accelerates at (say) 4G for one turn, in future turns it will be moving 4 pixels per turn in that direction - during the turn in which it accelerates it will move half that distance, or 2 pixels.
BTW, why not make this even more fun and actually roll dice to see if we hit
(glances at a list of ready-to-go rules) we could, but for now I'd like to concentrate on just maneuver. vector movement is a whole 'nuther world all by itself and it may take some getting used to.
 
ok, you have the sdb.

Should I see more on the graphic than what I'm seeing? I see no other dots, cells, spaces, etc other than the three representing the ships
I've updated the graphic so things are easier to see, but no, there's nothing else on it but the ships. just lots of maneuvering space - hopefully enough.
You're using agility as a measure of how much velocity can be changed, correct?
yes, exactly. vector may be adjusted at will in the x and y axes such that xd^2 + yd^2 <= agility^2. final vector xv and yv may accumulate without limit.
If I'm reading this correctly, the grid used on the playing field is measured in light seconds
no, the grid is in graphic pixels. 30 pixels equals one light second (LS). when a ship accelerates at (say) 4G for one turn, in future turns it will be moving 4 pixels per turn in that direction - during the turn in which it accelerates it will move half that distance, or 2 pixels.
BTW, why not make this even more fun and actually roll dice to see if we hit
(glances at a list of ready-to-go rules) we could, but for now I'd like to concentrate on just maneuver. vector movement is a whole 'nuther world all by itself and it may take some getting used to.
 
Originally posted by flykiller:
(glances at a list of ready-to-go rules) we could, but for now I'd like to concentrate on just maneuver. vector movement is a whole 'nuther world all by itself and it may take some getting used to.
Alright. You're the GM. That's fine by me.

I'm not quite sure I understand the vector system. Let's see: If the SDB wants to accelrate straight towards the warship at max thrust, then it can move horizontally across the map on the X axis by 6 LS. So, in one turn, it will move 180 pixels. Is that correct?

If not, you might want to give me an example of how the SDB moves. I'm better at following examples.
 
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