You say that like it would be a bad thing?
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Not at all, could be fun. But running two different ones is really bad though.
You say that like it would be a bad thing?
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Ah, if only I could do a bootlegger-reverse in space...You say that like it would be a bad thing?
Heck, just replace the starship movement with Car Wars complete with a funky little turning template.
That was a fun combat game.
Ah, if only I could do a bootlegger-reverse in space...(come to think of it, you could do funky stuff like that in Star Fleet Battles...:rofl
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There's a long-standing compensation limit of TL-9 G's. T5 may not have explicitly included it, but unless it explicitly excludes it, it's probably still part of Marc's rationale. By the way: 6G is tolerable for only several hours in a suitable couch...
Ah, if only I could do a bootlegger-reverse in space...(come to think of it, you could do funky stuff like that in Star Fleet Battles...:rofl
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Babylon 5 the show or Babylon 5 the game?As for the lack of fun of vector movement, yes, we've all grown up with airplane-style dogfights like Star Wars, but I think Babylon 5 did an ok job balancing vector movement with fun. Sure it makes it less romantic, but I'm ok with that. I prefer the idea of combat being horrifying rather than glorious. Just my preference.
We eventually figured out vector combat a little better, but it always seemed to take forever and feel sort of clunky and non-intuitive."Both ships were aching to fight (because we really wanted to try out these swell new rules). Combat started at maximum detection range and both ships headed towards the other at maximum acceleration. Tracking missiles turn after turn was a P.I.T.A. and closing to beam range took forever ... during which time we built up very impressive vectors. I think we managed one shot approaching and one shot departing. Then hours of decelerating to a stop to turn around and try that a little differently."
Not really intertialess. That would imply mass-less. Anti grav (also inertial comp) simply implies creation of a grav field. For moving a ship this would be creating a grav field right outside the ship so that the ship free falls into it (this would mean that the people in the ship wouldn't feel the thrust). Inert comp would be grav field created inside the ship 'pulling' in the opposite direction of an externally caused movement vector (hitting a planets atmosphere).
So, in this case, moving the ship would involve changing the position of the created grav field. With a 3G Grav drive the ship would 'fall' with an accel of ~30 m/s/s one direction and then change the grav field and 'fall' in another direction.
When you look at the Travel formulas for normal space movement you see that one accelerates for x amount of time then reverses 'thrust' direction for an equal amount of time. That is because you have inertia and the drives don't make you inertialless. So, the type of movement has been baked into the rules from the earliest by specifying vector movement using Newtonian physical laws.
Yeah, within the CT game mechanics, Newtonian movement is clearly the rule ... but having played several versions of vector movement combat mechanics, FUN is not a word that I would use to describe any of those sessions.
I completely agree with the 'combat sucks' view of vector movement and physics being what is written into the DNA of Traveller (with the caviat that some flavors DO apply Pilot Skill modifiers) ... I simply suggest a reapplication of existing handwaves from other areas of the game to justify a more 'cinematic' [and unofficial] version of starship combat.
Given the beating thermodynamics and conservation of momentum have already taken in the official rules [for completely understandable reasons of fun and playability], Starships banking like aircraft to dodge incoming laser fire really doesn't seem like such a big deal to me. [shrug]
To each his own.
Then you'll have to ditch the current rules of normal space movement. Unless you want to two sets of physical laws running for the same aspect of the game. Now, THAT would be REALLY strange.
Babylon 5 the show or Babylon 5 the game?
I think that I agree with you on this.
(I liked the show and I am unfamiliar with the game).
For me, the lack of fun goes WAY beyond the loss of some cinematic excitement ... I hardly gave that a thought.
A better illustration was my very first vector combat with CT:
We eventually figured out vector combat a little better, but it always seemed to take forever and feel sort of clunky and non-intuitive.
It never felt fun and was generally abandoned for one of the more abstract systems (with range bands) whenever possible.
It is the memory of these sort of experiences that leaves me a little more kindly disposed to WW2 style dogfights in space (or even a bootlegger reverse).
Beyond that, I suspect that the battlefield assumptions of most vector combat poorly represents reality. Virtually everything that I see moving around in space is all about travelling in a circle around something. Satellites orbit worlds, worlds orbit stars, stars orbit galaxies ... I don't know what galaxies orbit, but I bet they orbit something. So space movement is usually more about conservation of momentum and accelerating to a higher orbit or decelerating to a lower orbit, circularizing elliptical transfer orbits, transitioning from a solar orbit to a planetary orbit ... the sort of stuff ignored in most vector movement where you start at zero velocity, accelerate and maneuver and end up back at zero velocity. What about decelerating to a lower orbit to gain position relative to a ship in a higher orbit, then accelerating to close range ... unless he accelerates to a higher orbit to slow his forward movement relative to your ship to keep you in front of and below him?
So for all of the trouble of vector movement, it doesn't really do a particularly good job at reflecting the real tactical decisions and movements except for few simple 'chase' or 'converge' paths that are just as well represented by abstract range bands.
Since I'm heading somewhat far afield of the original topic (and I don't have T5 yet) A more ON TOPIC ending:
Does T5 offer anything new to vector movement and combat beyond the mechanics first presented in Classic Traveller?
Or is it basically the same old thing with a shiny new wrapper?
Ok, given a compensation limit of 9G's, a human pilot could then tolerate sudden Gs of up to 14Gs on average, perhaps one or two more for exceptional individuals, and that's before any other considerations such as "G-force compensation drugs" or special flight suits or augments etc. Maybe even genetic engineering. If heavy worlders can be created, high G pilots can too. Actually, the RPing potential of that is kinda cool. I can envision an "elite" cadre of high G pilots, like real world pilots times ten in attitude, arrogance, and recklessnessCool.
For me it's not that there's two sets of physical laws. It's more that there are two sets of technological systems in use. One stresses top speed over maneuverability, the other maneuverability over top speed. It seems to work for us. Kinda like the way jet fighters work versus combat helicopters.
CT 'space combat' could go by a number of sources.atpollard" said:Quote..."Both ships were aching to fight (because we really wanted to try out these swell new rules). Combat started at maximum detection range and both ships headed towards the other at maximum acceleration. Tracking missiles turn after turn was a P.I.T.A. and closing to beam range took forever ... during which time we built up very impressive vectors. I think we managed one shot approaching and one shot departing. Then hours of decelerating to a stop to turn around and try that a little differently."
Yes - curves - attributable to gravity....Virtually everything that I see moving around in space is all about travelling in a circle around something.
http://en.wikipedia.org/wiki/G-force#Human_tolerance_of_g-force
>>> A typical person can handle about 5 g (49 m/s²) before losing consciousness, but through the combination of special g-suits and efforts to strain muscles—both of which act to force blood back into the brain—modern pilots can typically handle a sustained 9 g (88 m/s²) <<<
Yes. Yes you could. Except with a B-10. Then you got to tumble.![]()
Ok, given a compensation limit of 9G's, a human pilot could then tolerate sudden Gs of up to 14Gs on average, perhaps one or two more for exceptional individuals, and that's before any other considerations such as "G-force compensation drugs" or special flight suits or augments etc. Maybe even genetic engineering. If heavy worlders can be created, high G pilots can too. Actually, the RPing potential of that is kinda cool. I can envision an "elite" cadre of high G pilots, like real world pilots times ten in attitude, arrogance, and recklessnessCool.