(looking for comments, criticisms)
Band/Arc Method of Locating and Maneuvering Planets and Starships within a Star System
Depicting the vastness of space within a star system in a playable manner is difficult. Boards and vector methods are too big, while abstract locality depictions pass over so much detail that vital factors such as differing ship agilities and planetary orbital motion are lost. The Band/Arc method depicts location and movement within the vastness of a star system using only simple numerics.
At the center of the star system is the star. Each band lays outward from the center in numerically ordered rings, starting with 0.
star
band 0
band 1
band 2
band 3
band 4
etc.
Each band is divided into arc sections, the number of which is equal to the band number times 6.
star
band 0, 0 arcs
band 1, 6 arcs
band 2, 12 arcs
band 3, 18 arcs
band 4, 24 arcs
etc.
A location within a star system may be described with two numbers, the band number and the arc number. Thus, 4/18 means 4th band, 18th arc.
Band numbers are equal in distance and do not necessarily correspond to orbit numbers. Using our own solar system for an example:
Sun GV
(band 0 unavailable)
band 1, orbit of Mercury
band 2, orbit of Venus
-(Sun's 100d limit)
band 3, orbit of Earth
band 4
band 5, orbit of Mars
band 6
band 7
band 8, orbit of Asteroid Belt
band 9
band 10
band 11
band 12, orbit of Jupiter
band 13
etc.
Each planet's arc location on a band may be specified, thus.
Sun GV
(band 0 unavailable)
01/03, Mercury
02/12, Venus
-(Sun's 100d limit)
(H)03/02, Earth
04
05/19, Mars
06
07
08/xx, Asteroid Belt
09
10
11
12/56, Jupiter
13
etc.
Mercury in band 1 orbits the Sun in 88 days, thus each of its 6 arcs is traversed in 15 days. Thus, 15 game days after Mercury first enters 01/03, it will then be located in 01/04. Upon traversing 01/06, it will then pass to 01/01. Earth orbits the sun in 365 days, thus each of its 18 arcs is traversed in 20 days, thus 20 game days after entering 03/02 Earth will then pass into 03/03. In 440 game days from first entering 03/02 earth will have traversed 22 arcs, and will then be located in 03/06. And so on.
(Orbital periods may be derived from data from our solar system, or be made up, or be set up however the referee wishes.)
(Advanced topic: this could be used to implement jump masking between star systems.)
Ships with maneuver capability may maneuver from one arc to another and/or from one band to another. The ship's maneuver rating equals the sum of bands and arcs the ship may traverse during a game day.
To maneuver along a band, a ship simply traverses a number of arcs in that band. For example, a ship with maneuver two may transition from 03/05 to 03/06, to 03/07, to 03/04, or to 03/03, in one game day.
To maneuver between bands requires some simple arithmetic, because the ship must specify which arc it winds up in and the number of arcs changes from band to band.
For example, moving starward, a ship at 12/33 is to manuever to band 11. Take the arc number the ship is at (33) and multiply that number by the band number it is going to (11), and then divide that result by the number of the band from which it came (12). 33 * 11 / 12 = 30.25. Since the result is not a whole number the ship may choose which arc number to wind up in, 30 or 31. Thus, from 12/33 and heading starward the ship may maneuver to 11/30 or to 11/31.
For example, moving outward from the star, a ship at 03/09 is maneuvering out to band 04. Take the arc number the ship is at (09) and multiply that number by the band number it is going to (04), and then divide that result by the number of the band from which it came (03). 09 * 04 / 03 = 12. Since the result is a whole number the ship can go from 03/09 only to 04/12 if heading outward.
For example, moving starward, a ship at 07/19 wishes to traverse 5 bands, to band 02. 19 * 02 / 07 = 5.4, meaning the ship may wind up at 02/05 or 02/06, player's choice. Let's say the player chooses 02/06. If the ship has maneuver 5 then it may maneuver no further during that game day since it has traversed 5 bands, but if it has maneuver 6 it may then continue maneuvering to 02/07 if the player desires, or to 02/05, or to an adjacent band, and then be done maneuvering for that game day.
Maneuvering into band 0, there is no arc to pick - the ship simply is in band 0. Maneuvering out of band 0 to any other band, the player may pick any arc number in the destination band he desires.
Navigation example. A maneuver 4 warship at 05/17 wishes to refuel at a gas giant located at 07/27. The ship first maneuvers from 05/17 to 05/19 - this uses 2 of its 4/day maneuver factors. It then maneuvers straight out from 05/19 to band 07. 19 * 07 / 05 = 26.6, thus the ship may choose to enter either 07/26 or 07/27. It chooses 07/27 to reach the gas giant and refuel. Thus the maneuver factor 4 warship transits from 05/17 to 07/27 in one game day.
Ships may jump into or out of any band/arc that is not inside the local star's 100d limit and not occupied by a planet. Band/arc's occupied by planets are also considered to consist of that planet's 100d limit, and also to contain any moons orbiting it.
Ships may engage in combat only if they are located in the same band/arc.
Any star system generated by Book 6 may be readily expressed using this method.
Example Battlespace Depiction:
GV Jewell System
01/02 Signet
02/12 Ring
-(star 100d limit)
03/12 Jewell, Imperial Fleet 12
04/16, Imperial Fleet 03
07/41, Large Gas Giant, Imperial Fleet 04, Zhodani Fleet 17
07/30, Zhodani Fleet 18, Zhodani Fleet 19
etc.
(Conceived with HG2/TCS in mind, but I suppose it could be used with other systems. Also useful for bulletin board and email games, since the star system depiction only requires a few lines of text.)
Band/Arc Method of Locating and Maneuvering Planets and Starships within a Star System
Depicting the vastness of space within a star system in a playable manner is difficult. Boards and vector methods are too big, while abstract locality depictions pass over so much detail that vital factors such as differing ship agilities and planetary orbital motion are lost. The Band/Arc method depicts location and movement within the vastness of a star system using only simple numerics.
At the center of the star system is the star. Each band lays outward from the center in numerically ordered rings, starting with 0.
star
band 0
band 1
band 2
band 3
band 4
etc.
Each band is divided into arc sections, the number of which is equal to the band number times 6.
star
band 0, 0 arcs
band 1, 6 arcs
band 2, 12 arcs
band 3, 18 arcs
band 4, 24 arcs
etc.
A location within a star system may be described with two numbers, the band number and the arc number. Thus, 4/18 means 4th band, 18th arc.
Band numbers are equal in distance and do not necessarily correspond to orbit numbers. Using our own solar system for an example:
Sun GV
(band 0 unavailable)
band 1, orbit of Mercury
band 2, orbit of Venus
-(Sun's 100d limit)
band 3, orbit of Earth
band 4
band 5, orbit of Mars
band 6
band 7
band 8, orbit of Asteroid Belt
band 9
band 10
band 11
band 12, orbit of Jupiter
band 13
etc.
Each planet's arc location on a band may be specified, thus.
Sun GV
(band 0 unavailable)
01/03, Mercury
02/12, Venus
-(Sun's 100d limit)
(H)03/02, Earth
04
05/19, Mars
06
07
08/xx, Asteroid Belt
09
10
11
12/56, Jupiter
13
etc.
Mercury in band 1 orbits the Sun in 88 days, thus each of its 6 arcs is traversed in 15 days. Thus, 15 game days after Mercury first enters 01/03, it will then be located in 01/04. Upon traversing 01/06, it will then pass to 01/01. Earth orbits the sun in 365 days, thus each of its 18 arcs is traversed in 20 days, thus 20 game days after entering 03/02 Earth will then pass into 03/03. In 440 game days from first entering 03/02 earth will have traversed 22 arcs, and will then be located in 03/06. And so on.
(Orbital periods may be derived from data from our solar system, or be made up, or be set up however the referee wishes.)
(Advanced topic: this could be used to implement jump masking between star systems.)
Ships with maneuver capability may maneuver from one arc to another and/or from one band to another. The ship's maneuver rating equals the sum of bands and arcs the ship may traverse during a game day.
To maneuver along a band, a ship simply traverses a number of arcs in that band. For example, a ship with maneuver two may transition from 03/05 to 03/06, to 03/07, to 03/04, or to 03/03, in one game day.
To maneuver between bands requires some simple arithmetic, because the ship must specify which arc it winds up in and the number of arcs changes from band to band.
For example, moving starward, a ship at 12/33 is to manuever to band 11. Take the arc number the ship is at (33) and multiply that number by the band number it is going to (11), and then divide that result by the number of the band from which it came (12). 33 * 11 / 12 = 30.25. Since the result is not a whole number the ship may choose which arc number to wind up in, 30 or 31. Thus, from 12/33 and heading starward the ship may maneuver to 11/30 or to 11/31.
For example, moving outward from the star, a ship at 03/09 is maneuvering out to band 04. Take the arc number the ship is at (09) and multiply that number by the band number it is going to (04), and then divide that result by the number of the band from which it came (03). 09 * 04 / 03 = 12. Since the result is a whole number the ship can go from 03/09 only to 04/12 if heading outward.
For example, moving starward, a ship at 07/19 wishes to traverse 5 bands, to band 02. 19 * 02 / 07 = 5.4, meaning the ship may wind up at 02/05 or 02/06, player's choice. Let's say the player chooses 02/06. If the ship has maneuver 5 then it may maneuver no further during that game day since it has traversed 5 bands, but if it has maneuver 6 it may then continue maneuvering to 02/07 if the player desires, or to 02/05, or to an adjacent band, and then be done maneuvering for that game day.
Maneuvering into band 0, there is no arc to pick - the ship simply is in band 0. Maneuvering out of band 0 to any other band, the player may pick any arc number in the destination band he desires.
Navigation example. A maneuver 4 warship at 05/17 wishes to refuel at a gas giant located at 07/27. The ship first maneuvers from 05/17 to 05/19 - this uses 2 of its 4/day maneuver factors. It then maneuvers straight out from 05/19 to band 07. 19 * 07 / 05 = 26.6, thus the ship may choose to enter either 07/26 or 07/27. It chooses 07/27 to reach the gas giant and refuel. Thus the maneuver factor 4 warship transits from 05/17 to 07/27 in one game day.
Ships may jump into or out of any band/arc that is not inside the local star's 100d limit and not occupied by a planet. Band/arc's occupied by planets are also considered to consist of that planet's 100d limit, and also to contain any moons orbiting it.
Ships may engage in combat only if they are located in the same band/arc.
Any star system generated by Book 6 may be readily expressed using this method.
Example Battlespace Depiction:
GV Jewell System
01/02 Signet
02/12 Ring
-(star 100d limit)
03/12 Jewell, Imperial Fleet 12
04/16, Imperial Fleet 03
07/41, Large Gas Giant, Imperial Fleet 04, Zhodani Fleet 17
07/30, Zhodani Fleet 18, Zhodani Fleet 19
etc.
(Conceived with HG2/TCS in mind, but I suppose it could be used with other systems. Also useful for bulletin board and email games, since the star system depiction only requires a few lines of text.)