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traveller:spacecombat [2009/09/13 15:56] – external edit 127.0.0.1traveller:spacecombat [2020/10/06 10:35] (current) – removed sam
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-====== Space Combat ====== 
- 
-Whilst deciding how to model **//Traveller//** starships in 
-**Yags**, the issue of what scales to use for both time and 
-distance came up. Traditionally, the **//Traveller//** combat 
-rules used 1000 second turns (a little under 17 minutes) and 
-10,000km as the base distant unit. 
- 
- 
- 
-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. 
- 
- 
- 
-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. 
- 
- 
- 
-I do assume a few **//Traveller//** 'facts' throughout. 
-Notably, a ship must be 100 diameters from a planet to be 
-able to Jump (assume 1,000,000km). A fast ship can accelerate 
-at 6g. A fast ship can move out of effective range of small 
-spaceship scale weapons in a few turns. 
- 
- 
-===== Traveller ===== 
- 
- 
- 
-In **//Traveller//**, a turn of combat lasts over 15 
-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. 
- 
- 
- 
-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. 
- 
- 
- 
-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. 
- 
- 
- 
-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're home free. 
- 
- 
- 
-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. 
- 
- 
- 
-Realistically, a decent cruiser will have weapon ranges 
-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. 
- 
- 
- 
-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. 
- 
- 
- 
-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. 
- 
- 
- 
-===== Full Thrust ===== 
- 
- 
- 
-When playing //Full Thrust//, I generally assume that 
-1" = 1000km. This means planets on the wargaming table can 
-be represented as globes 10"-15" across - small enough to 
-fit on the table, large enough to have a noticeable effect. 
- 
- 
- 
-Using 1g as the base unit of acceleration, gives a turn 
-just over 5 minutes in length (the actual number is not 
-very pretty, about 316.2s). 
- 
- 
- 
-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. 
- 
- 
  
traveller/spacecombat.1252857409.txt.gz · Last modified: 2009/09/13 15:56 by 127.0.0.1