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Space Combat

I'm coming in waaaay late on this one

The sensor rules look nice but one thing that I think could be added is something covering passive sensors picking up emissions from active ones. My very rough guesstimate is that active sensors can be detected by passive ones out to double the active sensor range. In my mind space combat should be similar to modern day subs with lots of sneaking around using passive sensors, only going active when you absolutely need to as it gives away your position.

Edit: Seems to have been covered in one of the many CT+ threads
 
I'm coming in waaaay late on this one

The sensor rules look nice but one thing that I think could be added is something covering passive sensors picking up emissions from active ones. My very rough guesstimate is that active sensors can be detected by passive ones out to double the active sensor range. In my mind space combat should be similar to modern day subs with lots of sneaking around using passive sensors, only going active when you absolutely need to as it gives away your position.

Edit: Seems to have been covered in one of the many CT+ threads
 
I also am coming in way late.

Not having a vector movement system makes it a wet-navy sim, not a space sim. Space vessels simply do not use an MP-system like movement mode. Vector, especially with the mayday three counter method, is simple and efficient.
 
I also am coming in way late.

Not having a vector movement system makes it a wet-navy sim, not a space sim. Space vessels simply do not use an MP-system like movement mode. Vector, especially with the mayday three counter method, is simple and efficient.
 
Searching through some old threads revealed this gem - very helpful expansions on LBB2.
 
Searching through some old threads revealed this gem - very helpful expansions on LBB2.
 
Using MT, one can make fleet level units by taking ships and consolidating all weapons into one "Weapon", and reducing ships's hits to lowest of Hull, Power, Maneuver, or Weapons.

Smaller units might be grouped into flights of 3-12, by the aggregation process.
 
Using MT, one can make fleet level units by taking ships and consolidating all weapons into one "Weapon", and reducing ships's hits to lowest of Hull, Power, Maneuver, or Weapons.

Smaller units might be grouped into flights of 3-12, by the aggregation process.
 
I don't know if I'd go quite that far, Aramis; it seems like it might lose some of the "flavor" of TRAVELLER space combat, but it could serve as a starting point.
 
I don't know if I'd go quite that far, Aramis; it seems like it might lose some of the "flavor" of TRAVELLER space combat, but it could serve as a starting point.
 
It's actually hinted at in Ref's companion....


The MT personal/vehicle/aggregate-unit combat system is an excellent wargame. I've run several military campaigns using it.

Yes, it tends to feel a bit more like striker, but hey, it's actually just using the written rules!
 
It's actually hinted at in Ref's companion....


The MT personal/vehicle/aggregate-unit combat system is an excellent wargame. I've run several military campaigns using it.

Yes, it tends to feel a bit more like striker, but hey, it's actually just using the written rules!
 
I did a few simple home rules for sensor use I posted on my website www.darkhstarr.com that so far have worked well. I also use for electronic
warfare in jamming sensors & communications.
Any sensible pirate is going to jam your commo to
prevent distress calls & jam your sensors to prevent manuver & return fire. Then he/she will
target & advise the victim to surrender.
 
I did a few simple home rules for sensor use I posted on my website www.darkhstarr.com that so far have worked well. I also use for electronic
warfare in jamming sensors & communications.
Any sensible pirate is going to jam your commo to
prevent distress calls & jam your sensors to prevent manuver & return fire. Then he/she will
target & advise the victim to surrender.
 
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