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TNE Fire, Fusion & Steel comp. with MegaTraveller?

Exactly, so just choose the time and distance scale you want and adjust the formulae to give you the ballpark figures you want. They will remain internally consistant for everything else (damage etc.).
I like a space combat turn to be a couple of minutes at the most, otherwise PC invovement and tension are difficult to balance.
 
Exactly, so just choose the time and distance scale you want and adjust the formulae to give you the ballpark figures you want. They will remain internally consistant for everything else (damage etc.).
I like a space combat turn to be a couple of minutes at the most, otherwise PC invovement and tension are difficult to balance.
 
Exactly, so just choose the time and distance scale you want and adjust the formulae to give you the ballpark figures you want. They will remain internally consistant for everything else (damage etc.).
I like a space combat turn to be a couple of minutes at the most, otherwise PC invovement and tension are difficult to balance.
 
Isn't it easier to choose the time, and use acceleration formulae to calculate the distance covered at 1G constant acceleration to find the size of the hex?

At least, that's what I recall reading on the TML about five years ago... something like that, anyway.

-Flynn
 
Isn't it easier to choose the time, and use acceleration formulae to calculate the distance covered at 1G constant acceleration to find the size of the hex?

At least, that's what I recall reading on the TML about five years ago... something like that, anyway.

-Flynn
 
Isn't it easier to choose the time, and use acceleration formulae to calculate the distance covered at 1G constant acceleration to find the size of the hex?

At least, that's what I recall reading on the TML about five years ago... something like that, anyway.

-Flynn
 
Yup, calculate the average distance your ship can travel at 1G in the given time frame and that gives you your hex size. You then decide how you want weapon ranges to work i.e. will a laser have a range of 1 hex before suffering penalties like in Mayday, or 10 hexes etc.
Once you know the ranges you want the weapons to work at you can then adjust the range formulae in FF&S to give the results you like.
 
Yup, calculate the average distance your ship can travel at 1G in the given time frame and that gives you your hex size. You then decide how you want weapon ranges to work i.e. will a laser have a range of 1 hex before suffering penalties like in Mayday, or 10 hexes etc.
Once you know the ranges you want the weapons to work at you can then adjust the range formulae in FF&S to give the results you like.
 
Yup, calculate the average distance your ship can travel at 1G in the given time frame and that gives you your hex size. You then decide how you want weapon ranges to work i.e. will a laser have a range of 1 hex before suffering penalties like in Mayday, or 10 hexes etc.
Once you know the ranges you want the weapons to work at you can then adjust the range formulae in FF&S to give the results you like.
 
DP: Damage Points.

Flynn: the classic fudge for gaming is to base the distance on the VECTOR change, not the DISTANCE change, for the duration of the turn length. Otherwise, one moves half the vector change on turn A, and the full change on turn A+1 and later... this is the same fudge that is used in:
Mayday
Brilliant Lances
Spacemaster
Aerotech
Laplace, Netwon, and LaGrange
 
DP: Damage Points.

Flynn: the classic fudge for gaming is to base the distance on the VECTOR change, not the DISTANCE change, for the duration of the turn length. Otherwise, one moves half the vector change on turn A, and the full change on turn A+1 and later... this is the same fudge that is used in:
Mayday
Brilliant Lances
Spacemaster
Aerotech
Laplace, Netwon, and LaGrange
 
DP: Damage Points.

Flynn: the classic fudge for gaming is to base the distance on the VECTOR change, not the DISTANCE change, for the duration of the turn length. Otherwise, one moves half the vector change on turn A, and the full change on turn A+1 and later... this is the same fudge that is used in:
Mayday
Brilliant Lances
Spacemaster
Aerotech
Laplace, Netwon, and LaGrange
 
Also, armor is completely different in the way it's handled. MT, an armor of 40 was minimum for a ship, and armor of 120 was a cubic butt ton. The scale was not linear, it was somewhat logarithmic.

FFS armor is linear. AF 2000 is twice as good as AF 1000, and minimum armor is only 10 times the expected G rating of the ship, so most merchants have armor of 10, for their 1 G engines. Battle Rider stats for battleships indicate that they have an armor factor of several thousand (don't have my stuff handy), whereas in MT it would be 100, 110, or 120.

FFS requires more crew, because it was assumed that you would want to virus-proof your ships, and having more crew does that. And maybe they realized that real ships have excess crew to cover 24/7 operation (two shifts of 12 hours is typical), plus you need room for battle losses. And who's going to CLEAN the ship if you don't have enough people? Really, cleaning is the navy's #1 job. I can get hired as a maid anywhere, thanks to my navy experience.

FFS2 made the allowance that a designer could choose the level of automation, so a highly automated ship might need like 1/3 the crew.
 
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