traveller:spacecombat
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- | ====== Space Combat ====== | ||
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- | Whilst deciding how to model **// | ||
- | **Yags**, the issue of what scales to use for both time and | ||
- | distance came up. Traditionally, | ||
- | rules used 1000 second turns (a little under 17 minutes) and | ||
- | 10,000km as the base distant unit. | ||
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- | This gives a nice grand scale for space combat, and avoids the | ||
- | big complaints about Hollywood SciFi of space ship weapons | ||
- | seemingly having shorter range than modern personal fire arms. | ||
- | However, it has a couple of downsides. | ||
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- | What follows is a look at various possible scales that could | ||
- | be used in Starship combat, from the point of view of an RPG. | ||
- | For these purposes, I don't particularly care about realism, | ||
- | I'm just looking at the story telling consequences. | ||
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- | I do assume a few **// | ||
- | Notably, a ship must be 100 diameters from a planet to be | ||
- | able to Jump (assume 1, | ||
- | at 6g. A fast ship can move out of effective range of small | ||
- | spaceship scale weapons in a few turns. | ||
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- | ===== Traveller ===== | ||
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- | In **// | ||
- | minutes. This is fine for grand fleet battles, where | ||
- | giant behemoths manouevre slowly to get the best | ||
- | tactical position. However, in most RPG campaigns, PCs | ||
- | aren't commanding huge fleets, but are flying small | ||
- | trade ships or fighters, smuggling goods between worlds | ||
- | or avoiding pirates. | ||
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- | Take the stereotypical SF situation - a group of PCs | ||
- | shoot their way past guards at the spaceport, and quickly | ||
- | take off, accelerating away from the planet in order to | ||
- | reach a safe distance to Jump. Whether they can escape | ||
- | depends on how long it takes local defences to mobilise, | ||
- | and how quickly the PCs can run. | ||
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- | With 15 minute turns, the local space port can easily | ||
- | man its defence turrets, launch interceptors and | ||
- | generally call out for help before the PCs have gone | ||
- | anywhere. The PCs are probably dead. | ||
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- | If we assume that the PCs first disabled the space port's | ||
- | defences before attempting their getaway, and blocked | ||
- | off the launch pads for the local police ships, then | ||
- | all they need to worry about is the patrol cruiser in | ||
- | orbit. If they can avoid that, then they' | ||
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- | If we assume the patrol cruiser only has a range of 10" | ||
- | (100,000km at this scale), then it can hit anything in | ||
- | orbit around the planet. An Earth sized planet is only | ||
- | about 1" across at this scale, the PCs with 6g acceleration | ||
- | can move 6" from the planet in the first turn, a turn in | ||
- | which the cruiser has ample time to notice what is going | ||
- | on and shoot at them. Even if the PC's try to keep the | ||
- | planet between them and the cruiser, the cruiser only | ||
- | needs a 2g acceleration to be able to get clear and fire | ||
- | a shot. | ||
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- | Realistically, | ||
- | possibly of 30"+, and get multiple chances to destroy the | ||
- | PCs before they reach the 100" Jump distance. Again, they | ||
- | don't stand much of a chance unless they have a warship | ||
- | themselves. | ||
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- | What does this mean? Firstly, there is not much opportunity | ||
- | to sneak between patrol cruisers during smuggling runs, and | ||
- | likewise little opportunity to pirate. Except for gas giants, | ||
- | planets have little effect on combat. | ||
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- | There are no hotshot pilots - decisions take 17 minutes to | ||
- | play out, ships cannot see each other, and even fighter | ||
- | combat is going to be between points of light dancing in | ||
- | the dark. In fact, it's hard to fathom how fighters could | ||
- | be useful at this scale. | ||
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- | ===== Full Thrust ===== | ||
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- | When playing //Full Thrust//, I generally assume that | ||
- | 1" = 1000km. This means planets on the wargaming table can | ||
- | be represented as globes 10" | ||
- | fit on the table, large enough to have a noticeable effect. | ||
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- | Using 1g as the base unit of acceleration, | ||
- | just over 5 minutes in length (the actual number is not | ||
- | very pretty, about 316.2s). | ||
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- | We still have the issue that 5 minutes is a long time, and | ||
- | probably long enough for people to activate defences, though | ||
- | a backwater space port may take a couple of turns before | ||
- | they are operational. Planet side weapons can reach well | ||
- | beyond the atmosphere, maybe 30,000km into space, but only | ||
- | a small fraction of the 1,000,000km to the Jump limit. | ||
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traveller/spacecombat.1252857409.txt.gz · Last modified: 2009/09/13 15:56 by 127.0.0.1