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Space combat - some crunchy bits.

navanod

SOC-12
I came across this on another site amidst a discussion about space combat in general, and one of the posters threw this out for consideration. It's a pretty indepth look at space combat for the game Eclipse Phase, with a heavy emphasis on realistic physics (Warning! Math will be required!). I haven't gotten all of the way through it, but given some of the recent discussions on the board regarding power, fuel, heat, weapons, and sensors, I thought I'd throw it out there. It was written by Anders Sandberg, who freelances for GURPS Transhuman, and one of the consultants for Eclipse Phase who is a NASA engineer. It has lots of formulae for the math-challenged such as myself, but I think it's worth a look if you're looking for hard-science rationale to Traveller. ;)

http://www.aleph.se/EclipsePhase/EP naval strategy.pdf
 
Hi

Thanks for the link. To be honest, on the one hand I kind of sometimes think that I'd really like to see a game based on mostly realistic assumptions about how things would really work in space, but at other times I wonder if I wouldn't prefer something that's just set up to be easier to understand and play (maybe like Pre-Dreadnoughts in Space or something :) )

Regards

Pat
 
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