• 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

I've never understood this.

Could someone provide an explanation?

Is this carried out through the subsequent versions of the game over the years?

(I'm going to ask the Mongoose and T5 folks, too)
 
As far as I can recall, true vector movement plotting was used only in CT. A much-modified form of it was used in the 2300 and NE spaceship games, but they were simplified momentum-retention systems and not really vector movement anymore. I haven't seen T5 or the Mongoose versions, but I doubt they use it, either. That sort of thing fell out of fashion decades ago.

I think CT's vector movement for spaceships was one of the more interesting things about it, but it certainly had drawbacks. Among them being that, unless there were more than two ships involved -- a few missiles, or a planet at least -- it wasn't worth drawing the vectors. With only two points, all you need to know is the distance between them.

Steve
 
Well, I'm not really sure what you need but I'll take a swing at it.

Plotting a vector is pretty easy if you keep it simple.

For Traveller you need to know the maneuver G you're applying, the duration applied (game turn), and the scale you're using. For CT the scale is 1mm (millimeter) equals 100km (kilometers) and a turn is 1,000 seconds. So 1G of thrust for 1 turn is equal to a vector of 100mm (10,000km). 2G of thrust would double that. 3G of thrust would be three times that. And so on.

To plot your movement you just add the intended thrust for the current turn to the vector of the last turn. This is done by drawing your new thrust vector (a vector is a line with an origin point, and a terminator generally represented by an arrowhead) on the terminator of the previous one, and then connecting the origin of the previous vector to the terminator of the current vector to get the new vector.

For (simple) example. A ship with 4G of thrust starting at rest and presuming no outside influences.

Turn 1:

The player decides to move at full thrust. Draw a vector 400mm long in the desired direction (Vector 1). The ship has moved a total of 400mm (40,000km) and is at the terminator of Vector 1.

Vector1.gif


Turn 2: Option A:

The player does nothing and simply coasts along. Draw a 400mm vector (Vector 2A) in the same direction, starting at the terminator of the previous vector (Vector 1). This is the current vector. The ship has now moved a total of 800mm (80,000km) and is at the terminator of Vector 2A with a current vector of 400mm in the original direction.

Vector2A.gif


Turn 2: Option B:

The player decides to continue on course at full thrust. Draw a 400mm vector (Vector 2B part 1) in the same direction starting at the terminator of the previous vector (Vector 1). This is the current vector. Then draw a 400mm vector (Vector 2B part 2) from that terminus in the same direction (for the current turn of thrust). Connect the tail of Vector 2B part 1 to the terminus of Vector 2B part 2 to complete Vector 2B for a total of a 800mm vector. The ship has moved a total of 1200mm (120,000km) and is at the terminator of Vector 2B with a current vector of 800mm in the original direction.

Vector2B.gif


Turn 2: Option C:

The player decides to apply full thrust in the opposite direction to come to a full stop. Draw a 400mm vector (Vector 2C part 1) in the same direction starting at the terminator of the previous vector (Vector 1). This is the current vector. Then draw a 400mm vector (Vector 2C part 2) but reverse it so the terminus points in the opposite direction (for the current turn of thrust) by putting the terminus of Vector 2C part 2 at the terminus of Vector 2C part 1. Connect the tail of Vector 2C part 1 to the terminus of Vector 2C part 2 to complete Vector 2C for a total of a 400mm vector. The ship has moved a total of 800mm (80,000km) and is at the terminator of Vector 2C with a current vector of zero.

Vector2C.gif


Things get a little more involved with different thrust, changing direction, or introducing gravity effects but it is still just a matter of adding the vectors by connecting origins to terminators.

Vectors are really simple to use once you get the basics. As noted though you don't need them often, and some find them too fiddly to bother with. We used them a couple times in CT and then never again. It was interesting though, and made combat a little more interesting. Give it a try in a couple simple scenarios.

If I've goofed (it's all from memory) and somebody notices speak up. I don't think I goofed but you never know.
 
I've never understood this.

Could someone provide an explanation?

Is this carried out through the subsequent versions of the game over the years?

(I'm going to ask the Mongoose and T5 folks, too)

What exactly do you need to know about vectors? I'll cut to what you need.
 
Hex based vector movement was used in the games Mayday, Battle Rider and Brilliant Lances.

Starter Edition CT used a much simpler range band system (my personal favourite by the way) while MT used a squares based system which was probably the weakest of the lot.
 
the only thing that I liked about TNE was the abstract system they had for two ships using their Gs to control range.

As for playing vector movement on the floor. you needed alot of room once you got going and if you made a gun pass you spent along time coming back around. I remember we played a game in the house using the actual furniture as obstacles was a silly but fun idea. The greatest danger became not raming the chair legs when flying under the dining room table s rather then getting shot by my friend.
 
Mayday was great for this. Using hexes simplified the vector movement a lot. I actually bought and played Mayday before I'd even heard of Traveller, so it all seemed perfectly logical to me.

Steve
 
I've never understood this.

Suggest you take a look at hex-based Vector movment (as in Mayday) or Range Band based Vector movement (as in Starter Traveller).

It's less fussy than counting mm and using the entire kitchen floor for space fights. Hexes, you can scale. Range Bands, you don't even need a map. End result of either system is basically the same as if you'd used straight vector movement.
 
Back
Top