Being a firm fan of vector/velocity based movements for ships I am planning on using such a system with an upcoming campaign. The rules in T20 are a little, erm, unclear on the subject so I am basicly going back to old rules for ship movement.
Question 1. What speed if any do people think is a safe or practicle maximum for space travel? A 1G ship that spends 60 minutes of constant acceleration can reach a speed of 45000 KPH. A 6G ship in the same time reachs a quarter million K per hour.
Question 2. Turning at speeds. I am looking at either speed/3 or speed/4 for the thrust needed to turn so a ship at speed 20 needs either 7G or 5G of thrust to turn a hex facing. I think this gives a good balance of manoverability to the high G ships while leaving the 1G merchants as lumbering around. Previous systems with half speed left ships far too unmanoverable in my opinion. Sugestions or ideas?
Question 3. Entering jump. A ship jumping at the end of a round cannot manover in any way as it must follow a precisely calculated course for the jump but what speed can it be doing. I prefer a slower speed, 10 or 15 hexes per round as the maximum for entering jump but I've not tried it before and as I am planning a ship combat heavy game I think it will happen. Any ideas on this one.
Helpfull advice or suggestions gratefully recieved.
Jim King
Question 1. What speed if any do people think is a safe or practicle maximum for space travel? A 1G ship that spends 60 minutes of constant acceleration can reach a speed of 45000 KPH. A 6G ship in the same time reachs a quarter million K per hour.
Question 2. Turning at speeds. I am looking at either speed/3 or speed/4 for the thrust needed to turn so a ship at speed 20 needs either 7G or 5G of thrust to turn a hex facing. I think this gives a good balance of manoverability to the high G ships while leaving the 1G merchants as lumbering around. Previous systems with half speed left ships far too unmanoverable in my opinion. Sugestions or ideas?
Question 3. Entering jump. A ship jumping at the end of a round cannot manover in any way as it must follow a precisely calculated course for the jump but what speed can it be doing. I prefer a slower speed, 10 or 15 hexes per round as the maximum for entering jump but I've not tried it before and as I am planning a ship combat heavy game I think it will happen. Any ideas on this one.
Helpfull advice or suggestions gratefully recieved.
Jim King