Topic: SX Movement (continued from New to SX...)

This discussion seems to have some legs so I thought I'd move it to it's own thread rather than derailing the New to SX thread.

smokingwreckage wrote:

I recoil in horror from trying to gauge clock-facings for every friggin' damn turn.... to each, his own, I suppose.

Heh. I don't see why clock facings should be so difficult? If they're printed or marked on the minis base they are very easy and fast to use (just put your finger or another marker next to one and then rotate the mini until you get to the one you want).

Not saying you should go that route (to each their own, and all) but I just don't see the difficulty in gauging the clock faces when you don't really have to gauge them when they're properly marked.

Also, any game that has ship-to-ship space combat in it is already wildly unrealistic, and anyway, what's so bad about abstracting movement orders really?

Well my take on it is that pretty much no matter what game you're playing, from the simplest (Sky Full of Ships maybe?) to the most complex (probably Attack Vector: Tactical, though I haven't played it) you are making concessions to reality somewhere - it's just a matter of where you want to draw the line.

For my purposes I mostly want something that "feels" right. Part of feeling right is that I shouldn't have to expend thrust to move every turn. SX's vector move does have a better feel than SX's Cinematic move, I just find FT's Vector move to be about as close to perfect as you can get in a space combat game.

It's relatively realistic, it takes into account your facing, your heading and your speed, and is simultaneously very intuitive and easy to use and by it's very existence proves that a decent Vector move system does not have to be complicated.

Not trying to start a fight, BTW. Just saying wink

Of course not. I'm perfectly happy discussing this as long as it stays civil - I think we can disagree without being disagreeable.

Re: SX Movement (continued from New to SX...)

RedShark92 wrote:

For my purposes I mostly want something that "feels" right. Part of feeling right is that I shouldn't have to expend thrust to move every turn. SX's vector move does have a better feel than SX's Cinematic move, I just find FT's Vector move to be about as close to perfect as you can get in a space combat game.

I understand the "feels right" thing. Heck, even *I* don't like the basic Starmada movement system -- but every time I've suggested changing it, I've met with fierce resistance! smile

I can't say I'm a big fan of FT's movement tho... but then, I'm a bit biased...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: SX Movement (continued from New to SX...)

I don't mind the movement system, primarily because I can't be bothered to write out some rules for it. I've always thought that trying to use Hard Vacuum vector movement rules would be good. They're quite simple to pick up. The only problem is that with that game you have thrusters in all arcs, while for Starmada you just have MPs...

Re: SX Movement (continued from New to SX...)

cricket wrote:

I understand the "feels right" thing. Heck, even *I* don't like the basic Starmada movement system -- but every time I've suggested changing it, I've met with fierce resistance! smile

Heh.Well it's easy enough to work up alternates and options. SX is a wonderfully versatile system and I'd say the fact that it's so robust as far as optional/alternate rules go is one of it's great strengths.

I can't say I'm a big fan of FT's movement tho... but then, I'm a bit biased...

I'll bet you are. wink

I prefer FT's Vector over it's Cinematic, which puts me in the minority as most FT players seem to be using the Cinematic.

It is simple and intuitive, the main thing I dislike about it is that it seems to encourage high speed passes as the primary movement tactic. Not a problem except that high speed is about 50-75% of total weapon ranges. This combined with the fact that the construction system doesn't punish large ships very much for packing in high thrust ratings gives it an incorrect feel for simulating most TV or Film SF universes, IMO. The fixes involve making large ships pay more for high thrust (something Starmada already does) and/or making turns more difficult at high speeds (a simplified version of what AoG did for B5Wars, for instance).

Anyway - I love their Vector move and I think that system gives a great feel for Babylon 5, which is my primary interest in space gaming right now. Happily SX has a good feel for B5 in general so I think combining those two elements will give me a great option. Simpler and cleaner than the old AoG B5Wars and hopefully more tactical than Mongoose's ACTA (I haven't played it but what I have heard about it hasn't impressed).

Thanks for creating such a great system...

Re: SX Movement (continued from New to SX...)

RedShark92 wrote:

...It is simple and intuitive, the main thing I dislike about it is that it seems to encourage high speed passes as the primary movement tactic. Not a problem except that high speed is about 50-75% of total weapon ranges. ...

My gaming group has come to Starmada after a very brief flirt with Full Thrust. When we began to play Starmada we used the vector movement as it seemed more “realistic”. After several battles, involving just such quick fly-bys as you mentioned, we switched to Stamada's intrinsic “cinematic” system. The vector movement reduced maneuvers in combat and all ships tended to have AB arc weapons as you were always turning to thrust at your opponent. With the regular Starmada movement, there is more maneuvering and it makes for a more challenging game as ships need side and rear mounted weapons. Again, one of the good things about Starmada is its ability to be molded to fit the playing styles of any milieu or setting.

Re: SX Movement (continued from New to SX...)

RedShark92 wrote:

This combined with the fact that the construction system doesn't punish large ships very much for packing in high thrust ratings gives it an incorrect feel for simulating most TV or Film SF universes, IMO.

The problem with increasing high thrust penalties for larger ships is that there at at least a couple of weapons systems out there that'll kill you dead if you don't have a good thrust rating, like SMLs.

Re: SX Movement (continued from New to SX...)

japridemor wrote:

My gaming group has come to Starmada after a very brief flirt with Full Thrust.

I'd used Full Thrust for Star Wars in the past and I like the feel of it for that. When I started wanting to come up an alternative for B5Wars for B5 gaming I had considered FT. The main reason I kept looking was because I wanted a bit more variety in the weapon systems, which because of the very simple weapon system in FT was very difficult to set up with the right feel.

When we began to play Starmada we used the vector movement as it seemed more “realistic”. After several battles, involving just such quick fly-bys as you mentioned, we switched to Stamada's intrinsic “cinematic” system.

Well realism isn't the only thing I'm after (or I'd be playing Ad Astra's Attack Vector). As I've said, a lot of it depends on feel. I think B5's feel is captured best with a good Vector move. For Star Wars or Star Trek I'd probably use a variant of FT's Cinematic move - with changes made to reduce the high speed factor. i.e., a player could still attain those speeds if they wanted to, but there would be more drawbacks to doing so.

The vector movement reduced maneuvers in combat and all ships tended to have AB arc weapons as you were always turning to thrust at your opponent. With the regular Starmada movement, there is more maneuvering and it makes for a more challenging game as ships need side and rear mounted weapons. Again, one of the good things about Starmada is its ability to be molded to fit the playing styles of any milieu or setting.

I have this concern as well. I think FT's Vector won't favor high speed as much as their Cinematic does, but the possibility is definitely there. If I can't get it to work the way I want I'll probably use a variant of FT's Cinematic move.

The main thing I'd want is a system that does allow momentum to carry over from turn to turn, and would also prefer a system that "naturally" discourages super-high speeds without having to set an "artificial" speed limit, the way that SX's Vector move does.

The most obvious, and easiest, way to discourage high speeds is to do something similar to what AoG did with Babylon 5 Wars: The faster a ship is traveling the more expensive turns become (in terms of thrust/MPs spent).

In standard FT a turn costs 1 thrust per clock face no matter what. A 6-thrust ship can come about completely in one turn no matter how fast it's going. The only drawback is that the arc of the turn will be wider.

My initial thought would be to use a modifier to the thrust/MP costs at faster speeds. Something like an additional thrust for every 5-10 points of speed the ship is moving at (would need testing to decide exactly how much). As an example, something like:At 0-10 speed it costs 1 thrust/MP for each point of turning; at 11-20 it costs 2; at 21-30 it costs 3 and so on.

This would naturally reduce speed somewhat. That 6 thrust ship can no longer come about in one turn at any speed higher than 10. Past speed 20 it can only turn two points a turn.

Note that one of the advantages of this system is that it's easily workable with hexes or without. The only big change with hexes is that you have to buy turns in 2-point increments, because you have 6 hexsides instead of 12-clock face directions.

Re: SX Movement (continued from New to SX...)

RiflemanIII wrote:

The problem with increasing high thrust penalties for larger ships is that there at at least a couple of weapons systems out there that'll kill you dead if you don't have a good thrust rating, like SMLs.

That is valid - I haven't played enough FT to see that effect as that particular weapon doesn't really fit the settings I've used it for. I would consider that to be a flaw or balance problem with the system, though; at least as it relates to using it to simulate existing SF settings.

Most SF settings do show bigger ships as being less maneuverable as compared with smaller ships without suffering extreme consequences for it; in Star Trek the Defiant or even the movie-era Klingon Bird of Prey are notably more maneuverable than any of the heavy cruisers; in Babylon 5 Whitestars literally fly circles around the bigger ships but even the less advanced mid-sized ships like the Centauri light cruisers (Vorchans) are seen to be more manueverable than the Narn or EA cruisers; In Star Wars we haven't seen the small ships manueverability as much, but the big ships are shown to be bricks in space and I'd say the same is true of both old and new Battlestar Galactica).

Basically - these are some of the biggest and best names for Starship combat settings from film or TV and in all of these settings the big ships are bricks, relative to the smaller ones. If the system doesn't work like that, then it fails at simulating these settings.

SX to my mind, does this right.

Re: SX Movement (continued from New to SX...)

RedShark92 wrote:

In standard FT a turn costs 1 thrust per clock face no matter what. A 6-thrust ship can come about completely in one turn no matter how fast it's going. The only drawback is that the arc of the turn will be wider.
My initial thought would be to use a modifier to the thrust/MP costs at faster speeds. Something like an additional thrust for every 5-10 points of speed the ship is moving at (would need testing to decide exactly how much). As an example, something like:At 0-10 speed it costs 1 thrust/MP for each point of turning; at 11-20 it costs 2; at 21-30 it costs 3 and so on.
This would naturally reduce speed somewhat. That 6 thrust ship can no longer come about in one turn at any speed higher than 10. Past speed 20 it can only turn two points a turn.
Note that one of the advantages of this system is that it's easily workable with hexes or without. The only big change with hexes is that you have to buy turns in 2-point increments, because you have 6 hexsides instead of 12-clock face directions.

It's been a while since I've played FT, but I believe a 6 thrust ship could only allocate three points to turning.
So it would actually take two turns to do a 180 degree facing change.
As for faster moving ships having to spend more MPs to turn, I disagree with that. The speed of the ship has nothing to do with changing the facing of the ship, because it should still cost the same amount of MPs (or take the same amount of energy), to turn the nose of the ship. Now when you start talking actual direction of flight that's a different story.
In my opinion the FT cinematic movement mechanic is an extremely good mechanic, and is easy to understand, from a game playing perspective. Fatser moving ships have a wider turning arc, which is the only difference there should be between two ships moving at different speeds. Granted, it doesn't allow for a facing different than the direction of flight, bit I don't see that as a problem. For me it's a non-issue, for I don't see any vector-based movement system as better. Just different.
Ultimately, it's about maneuver and bringing weapons to bear.
And no one's ever been able to convince me that a vector-based system is any more fun than a cinema-based system.
Kevin

Re: SX Movement (continued from New to SX...)

underling wrote:

As for faster moving ships having to spend more MPs to turn, I disagree with that. The speed of the ship has nothing to do with changing the facing of the ship, because it should still cost the same amount of MPs (or take the same amount of energy), to turn the nose of the ship. Now when you start talking actual direction of flight that's a different story.

Well it depends - in FT Cinematic a turn is the same as a change in the direction of flight, the two are linked.

As to the movement costs - you are correct, half is available for maneuvering.

In my opinion the FT cinematic movement mechanic is an extremely good mechanic, and is easy to understand, from a game playing perspective. Fatser moving ships have a wider turning arc, which is the only difference there should be between two ships moving at different speeds.

I agree that it's a well built system, and I also agree that from a realism point of view the wider turning arcs are sufficient simulation of the effects of higher speed. Of course if realism is the goal then Vector gets closer anyway.

My concern with that system, and my reason for considering the addition of higher thrust costs at higher speed has more to do with feel. Based on recent discussion on the FT list it seems like the prevalent strategy is high speed passes - high speed being 20-30 MUs a turn. My problem with that has more to do with feel than actual balance because that doesn't accurately reflect the way ships move and fight in pretty much any SF or Film universe. As I am primarily interested in playing in existing SF universes (Babylon 5 and Star Wars most notably) this is of concern to me.

Granted, it doesn't allow for a facing different than the direction of flight, bit I don't see that as a problem. For me it's a non-issue, for I don't see any vector-based movement system as better. Just different.
Ultimately, it's about maneuver and bringing weapons to bear.
And no one's ever been able to convince me that a vector-based system is any more fun than a cinema-based system.

Nor should they try (and nor have I been). You should use whatever system you like. A good Vector move system is more realistic and for someone whose primary goal is realism, that's the clear choice. Other than that, it depends what you're looking for. I like both and would choose one or the other based on the setting and which one fit it better.

Re: SX Movement (continued from New to SX...)

japridemor wrote:

My gaming group has come to Starmada after a very brief flirt with Full Thrust. When we began to play Starmada we used the vector movement as it seemed more “realistic”. After several battles, involving just such quick fly-bys as you mentioned, we switched to Stamada's intrinsic “cinematic” system. The vector movement reduced maneuvers in combat and all ships tended to have AB arc weapons as you were always turning to thrust at your opponent. With the regular Starmada movement, there is more maneuvering and it makes for a more challenging game as ships need side and rear mounted weapons.

I recently purchased Starmada X after playing Full Thrust for a while, primarily to see if SX's ship design system would be a better fit with my group's  custom setting. For my personal taste, if it's in space, it has to be vector, and I think FT's implementation is better, subject to the caveat that our house-rules do not permit manoeuvring thrusters to do anything but turn or roll the ship (FT's "thruster push" rule is ridiculous IMHO; I just don't believe in manoeuvring thrusters capable of delivering half the acceleration of the main drive!).

Our experience is that vector movement does not inhibit manoeuvre, but it does make it very different from what we're all used to in the way wet-navy ships, aircraft etc. behave. Of course it's exactly the audience's unfamiliarity that leads the makers of most TV and movie SF to ignore physics and have spaceships banking into turns, whooshing as they pass by etc. I don't think there's much point using anything but "cinematic" movement if you're playing in the Star W*rs or Star Tr*k universes. B5 is a bit better, but still has apparently reaction-engined Earth Alliance ships decelerating into orbit etc. while still flying "bows forward" as it were.

The "put all your weapons in the front arc and charge" mutual fly-by scenario is encouraged by "line 'em up and send 'em in" encounter-battle scenarios, but it's not the only approach.  For example long-range weapons covering the broadside arcs offer interesting tactical options for holding the range open and circling the enemy's flanks as he charges. Think Saracen horse-archers rather than charging knights...

An issue our group has discussed a fair bit is the "sit and spin" problem. FT's vector rules allow a ship to turn from any heading to any other by burning one Thrust Point (TP). As a result, even the most sluggish armoured behemoth can spin as nimbly on its axis as the speediest frigate, and bring even single arc weapons to bear on any chosen bearing. That doesn't really feel right, and we've experimented with adopting the Turn-a-TP-for-each-arc-turned approach. That means, for example, that Thrust 2 dreadnaughts take two turns to reverse their heading, and gives an incentive to fit them with multi-arc weapons to counter nimbler opponents.

Re: SX Movement (continued from New to SX...)

rb1956 wrote:

I recently purchased Starmada X after playing Full Thrust for a while, primarily to see if SX's ship design system would be a better fit with my group's  custom setting. For my personal taste, if it's in space, it has to be vector, and I think FT's implementation is better, subject to the caveat that our house-rules do not permit manoevring thrusters to do anything but turn or roll the ship (FT's "thruster push" rule is ridiculous IMHO; I just don't believe in manoevring thrusters capable of delivering half the acceleration of the main drive!).

I tend to agree. Hence my initial comment (that started this whole mess!) of replace SX's move system with FT's Vector to capture the best of both...

Our experience is that vector movement does not inhibit manoeuvre, but it does make it very different from what we're all used to in the way wet-navy ships, aircraft etc. behave. Of course it's exactly the audience's unfamiliarity that leads the makers of most TV and movie SF to ignore physics and have spaceships banking into turns, whooshing as they

I tend to agree here. It is quite a bit different. Still Film and TV SF is getting better in this regard.

pass by etc. I don't think there's much point using anything but "cinematic" movement if you're playing in the Star W*rs or Star Tr*k universes. B5 is a bit better, but still has apparently reaction-engined Earth Alliance ships decelerating into orbit etc. while still flying "bows forward" as it were.

I'd say B5 is solidly a step in that direction. You're right that it wasn't perfect but it was one of the first shows of it's kind to even make the attempt.

I recall the Whitestars in particular were well done in this regard. I remember several battles where they were shown doing high speed passes against the broadsides of the big Earth ships raking them all the way across as they passed.

The "put all your weapons in the front arc and charge" mutual fly-by scenario is encouraged by "line 'em up and send 'em in" encounter-battle scenarios, but it's not the only approach.  For example long-range weapons covering the broadside arcs offer interesting tactical options for holding the range open and circling the enemy's flanks as he charges. Think Saracen horse-archers rather than charging knights...

Well I'm working on B5 as my primary focus and attempting to be true to the source material limits my options here to some degree. B5 ships tend to have primary weapons facing forward with arcs usually (but not always) relatively limited (i.e., 30-60 degree) firing arcs with secondary and tertiary weapons spread through the ship giving at least some coverage all around the ship, though obviously less to the back.

Still, with Vector the type of tactic you describe can be done even with limited arc weapons like I have. Most ships will be able to apply thrust in direction Y and then turn themselves to face direction B.

An issue our group has discussed a fair bit is the "sit and spin" problem. FT's vector rules allow a ship to turn from any heading to any other by burning one Thrust Point (TP). As a result, even the most sluggish armoured behemoth can spin as nimbly on its axis as the speediest frigate, and bring even single arc weapons to bear on any chosen bearing. That doesn't really feel right, and we've experimented with adopting the Turn-a-TP-for-each-arc-turned approach. That means, for example, that Thrust 2 dreadnaughts take two turns to reverse their heading, and gives an incentive to fit them with multi-arc weapons to counter nimbler opponents.

I agree with you here in that it's a situation that is realistic but not conducive to balance between larger and smaller ships. Making ships pay more for rotations isn''t realistic but it solves a lot of potential problems.

Of course, the other factor is that even if that big dreadnought can turn itself any way it wants with that one arc weapon it still has to successfully guess where the smaller ship is going to be so it knows which arc to aim into. At long range this isn't too big a deal but at close range it can be tricky.

Re: SX Movement (continued from New to SX...)

I'll see if it can be applied to Starmada later, but I've got a system that determines thrust output per engine based on the size of the ship.  Maneuver is also based on ship size and thrust output, but not halved...more of a square root.  Larger ships become slower on the turning and their engines are less effecient the bigger the ship is. 

If it's adaptable, I'll post it. 

And from a vector movement standpoint, the one used for Renegade Legions: Intercepter 1st Ed. was pretty cool.  :wink:

Re: SX Movement (continued from New to SX...)

go0gleplex wrote:

And from a vector movement standpoint, the one used for Renegade Legions: Intercepter 1st Ed. was pretty cool.  :wink:

I like it too.
But what might turn some people off is that the vector movement, I believe, is always along a hex row.
Kevin

Re: SX Movement (continued from New to SX...)

underling wrote:
go0gleplex wrote:

And from a vector movement standpoint, the one used for Renegade Legions: Intercepter 1st Ed. was pretty cool.  :wink:

I like it too.
But what might turn some people off is that the vector movement, I believe, is always along a hex row.
Kevin

I gots that figured out as well...so you end up making more of a "J" curved turn rather than the 'ricochet' effect.

Re: SX Movement (continued from New to SX...)

RedShark92 wrote:

I'd say B5 is solidly a step in that direction. You're right that it wasn't perfect but it was one of the first shows of it's kind to even make the attempt.

Oh I agree. I practically fell out of my chair the first time I saw a Star Fury  firing attitude control jets and spinning on its axis to manoeuvre.

Well I'm working on B5 as my primary focus and attempting to be true to the source material limits my options here to some degree. B5 ships tend to have primary weapons facing forward with arcs usually (but not always) relatively limited (i.e., 30-60 degree) firing arcs with secondary and tertiary weapons spread through the ship giving at least some coverage all around the ship, though obviously less to the back.

Yes, and fair enough too; if you're gaming in a particular SF "world" it is more important to capture the feel than get all nerdy with the physics, I think (though I'm an unabashed physics geek...). From my FT experience, limited arc weapons are much better value in vector anyway.

I agree with you here in that it's a situation that is realistic but not conducive to balance between larger and smaller ships. Making ships pay more for rotations isn''t realistic but it solves a lot of potential problems.

Actually I do not think the "big heavy ships should be able to rotate as quickly as smaller lighter ones" thing is realistic. Rotational inertia is still inertia. The trouble is that with a time scale of around 15 minutes per turn, the "burn a thrust point per arc" rule may be an over-compensation, though it does address some game-balance issues. We haven't reached a consensus yet...

Re: SX Movement (continued from New to SX...)

rb1956 wrote:

Actually I do not think the "big heavy ships should be able to rotate as quickly as smaller lighter ones" thing is realistic. Rotational inertia is still inertia. The trouble is that with a time scale of around 15 minutes per turn, the "burn a thrust point per arc" rule may be an over-compensation, though it does address some game-balance issues. We haven't reached a consensus yet...

Of course a small ship can rotate more quickly, I worded that poorly. Considering, that many of these games use a fairly abstracted time scale, however, makes the amount of time a turn takes less important than the cost in thrust that it takes.

And, in an abstracted movement system like FT or SX* I think a set cost in thrust to go to whichever facing you want is probably the closest happy medium you'll get between realism and playability.

Of course, balance comes into play as well. wink

*Compare FT or SX's generic thrust points with AoG's Babylon 5 Wars, for example, which tries to deal with it in a more "absolute" manner - big ships have more total thrust, but their maneuvers cost more. Small ships have less total thrust, but their manuevers cost less - as opposed to the "relative" FT or SX method where all maneuvers cost the same but small ships have more thrust.

The end result is (or should be) the same, or close enough to call - small ships can maneuver more than big ships, it's just a different way of getting there.

Re: SX Movement (continued from New to SX...)

rb1956 wrote:

....I think FT's implementation is better, subject to the caveat that our house-rules do not permit manoevring thrusters to do anything but turn or roll the ship (FT's "thruster push" rule is ridiculous IMHO; I just don't believe in manoevring thrusters capable of delivering half the acceleration of the main drive!).

Actually FT Fleet Book 2 adds a suggested revision to vector movement that thruster pushes are limited to a maximum of 1 thrust point.

rb1956 wrote:

An issue our group has discussed a fair bit is the "sit and spin" problem. FT's vector rules allow a ship to turn from any heading to any other by burning one Thrust Point (TP). As a result, even the most sluggish armoured behemoth can spin as nimbly on its axis as the speediest frigate, and bring even single arc weapons to bear on any chosen bearing. That doesn't really feel right, and we've experimented with adopting the Turn-a-TP-for-each-arc-turned approach. That means, for example, that Thrust 2 dreadnaughts take two turns to reverse their heading, and gives an incentive to fit them with multi-arc weapons to counter nimbler opponents.

Whenever the next edition of FT comes out,  you will probably see another update to vector movement rules so that for each point of thrust used for rotation, will rotate the ship up to 2 clock facings, not to any direction they want.  This will make thrust 2 DNs much harder to get on target, just like your change.

Re: SX Movement (continued from New to SX...)

Star Ranger wrote:

Actually FT Fleet Book 2 adds a suggested revision to vector movement that thruster pushes are limited to a maximum of 1 thrust point.

True, and I confess that I'd forgotten about that when I posted above. The FB2 suggestions do make "thruster pushes" less bogus. However our group feels that the push acceleration is stilll too high. The manoeuvring thrusters on a thrust-2 battlewagon would still be delivering 50% of the main engines' acceleration.

Re: SX Movement (continued from New to SX...)

In the new series of Battlestar we see lots of vectored thrust used among the viper ships. Though they still seem a little to lightweight (inertia wise) to spin and stop as quick as they do. Maybe they're covered in steelfoam (light as styrofoam, tough as steel! Get some today! TM) or some other exotic material.
I've played with vectored movement too and most of the games did devolve into high speed passes with primarily bow mounted weaponry. IF we do actually get into space and IF we do have actual space conflict I foresee ships built not unlike modern fighter jets. That is fast, agile, heavily electronically loaded and mounted weapons that fire forward. Space combat will probably be like todays dogfights. Globular arenas with high speed passes.

Re: SX Movement (continued from New to SX...)

There is a material that's essentially foamed silicon, IIRC. It's as hard as glass, but so light that it would float - about 5X as heavy as Air IIRC...

Wouldn't be great as hardface, but it would be great as frangible/ablative protection.

Re: SX Movement (continued from New to SX...)

mmm so frangible

Re: SX Movement (continued from New to SX...)

Ironvein wrote:

In the new series of Battlestar we see lots of vectored thrust used among the viper ships. Though they still seem a little to lightweight (inertia wise) to spin and stop as quick as they do. Maybe they're covered in steelfoam (light as styrofoam, tough as steel! Get some today! TM) or some other exotic material.
I've played with vectored movement too and most of the games did devolve into high speed passes with primarily bow mounted weaponry. IF we do actually get into space and IF we do have actual space conflict I foresee ships built not unlike modern fighter jets. That is fast, agile, heavily electronically loaded and mounted weapons that fire forward. Space combat will probably be like todays dogfights. Globular arenas with high speed passes.

Only problem with that is one or two good clouds of 1" ball bearings and your high speed pass is gonna kill you without me having to take a shot.  :twisted:   A 1/4" diameter paint chip can nearly hole the space shuttles cockpit windows at no more than orbital velocity.  Heavier mass objects and faster velocities are going to play merry boom boom in that scenario.  :twisted:

Missiles are going to be the preferred long range intercept weapons, energy weapons mid ranged, and kinetics short ranged due to simple geometrics and trigonometry.  There just isn't any way around that from a realistic perspective.  neutral

Re: SX Movement (continued from New to SX...)

Well, if space combat does devolve/evolve down to just lobbing missiles at each other from a distance that pretty much removes the need to worry about 3d combat/vectored movement rules.
Since this threads predication was about 3d combat and the whys and why nots that it should be used, my assumption is that most/all ships are capable of surviving or deflecting small mass objects that they encounter while moving.
Now if starships have trouble deflecting a ball bearing either through shields/screens/armor/or what have you, then they probably won't be careening around space at any great velocity due to there fragile nature.
I'm not saying that what you have said isn't true, with our current tech it is entirely valid. Going into space is a precarious thing even today as our space vehicles are fragile and are very limited in the amount of mobility they can employ (since they have limited fuel supplies).