Created Saturday 26 August 2023
Planetary vs. Stellar
Stellar
Relative Velocity
- At the beginning of every space battle scenario, each party rolls 2D for relative velocity:
- D1: magnitude of relative velocity, How fast the parties of flying towards each other
- D2: direction of relative velocity on the map for that party
- In turn 1, all parties choose to either:
- Move D1 hexes in the D2 direction, as evenly spaced as possible between those units' AP "batches"
- In turn 2, they move D1 - 1 hexes in teh D2 direction, rounded down, etc. (This is meant to simulate that important aspect, but also assuming it's being responded to by active deceleration in that direction each turn, and that any ship can do that deceleration)
- Continue to move D1 hexes in direction D2
- Move D1 hexes in the D2 direction, as evenly spaced as possible between those units' AP "batches"
- But, players can all make a piloting skill roll to instead choose the value of each die. I.e., one skill roll to affect D1, an other to affect D2. Magnitive of success is number of points the player can add/subtract from the actual D1/D2 roll
Map
- Stellar maps are ten times the size of planetary maps. And that's just in number of hexes
- Heavenly bodies
- Dust, asteroids, moons, planets, etc. create pretty large blind spots. Gravity, unfamiliarity with the system, and the fog of war all make havenly bodies through out larger cloaks than you'd think. The cones of blindess behind them to a unit spread out 1 extra hex to each side per row of hexes back: The cone actually fans outs as it gets farther back
Information Tansfer
- Ambient information travels at X hexes per turn. So, a unit can see.... [Maybe do it this way, maybe not]
- Instead, maybe it's simply that units can see all other units that are within X hexes (I'm thinking 10, but I'll have to do that more exactly, like as a light second)
- This means that they can still ID unrevelaed units. I.e., the unrevealed unit cna't go dark (and be replaced by a qustion amrk and all that). They don't know their unrevleaed disposition well enough to fire on them, but they can still p;ick up where it was a second ago---it's that close.
- Oh, or unless the unit is not in line of sight.
- Most war fleets (including Deciders) carry a certain number of entangled lines---abilities to instantly communicate with a given other ship. The number of entangled messages for a fleet is the number of times a ship can immeidately communicate with 1 other ship. (Same message can be sent out to multiple ships, but 1 entangled message is needed for each other ship.)
- This number can only refresh when the fleet all returns to the same repair yard.
- I'm thinking the number would usually be 12 — 20. Usually more than enough, but still worrisome if you can't go in for a fresh set of them for a while.