Recent content by MonsterX

  1. MonsterX

    Ship Combat

    ok, I see what you mean. Still, the assumption of only 1/5 second was very conservative absolute minimum theoretical reaction time. And actually 1.2 meter is not nothing for a small ship; it could definitely cause a hit to miss instead: it isn't that significant though for a big ship...
  2. MonsterX

    Ship Combat

    yes, that is the point I am making. The 1000 to 6000 tons example being presented as my position what I object to. I do in fact think that DMs based on log of tonnage is the way to go and I do not support the position that there should be DMs from 1000 tonnes to 6000 tonnes and not thereafter...
  3. MonsterX

    Ship Combat

    You did, because you pluck a sentence fragment, in order to be able to portray ME as arguing something entirely different than what I actually was. That is the definition of "constructing a strawman". I say "plucked" as it makes clear it was intentional - I can't say why anyone would do this...
  4. MonsterX

    Ship Combat

    No, I don't just guess. I just don't do the multiplication correctly. Except actually I do. 6 gs gets you 60 meters. 0.2 is 12 meters. I don't just guess by "feel." I might or might not miss a digit. In this case, it was you that missed the digit, but ok. Nobody need to go after anybody...
  5. MonsterX

    Travel Calculations

    It definitely makes sense to consider how the ships' jump entry vector will position it in the destination system. However, in most cases the ships' own vector will only be one of three vectors to consider, and in most cases not the largest: the relative vectors of the destination star and...
  6. MonsterX

    Ship Combat

    I don't think anyone is arguing for the current size DMs, J.L. If you read the rest of the sentence of mine which you quoted, you will see I argue against those and for a different model. But to quote your earlier post, assuming the target is a sphere, the visible area from the shooting ship is...
  7. MonsterX

    Travel Calculations

    The tables in the Mongoose core book are really, really useful in giving a quick reference, particularly when a lot of people break down when presented with a mathematical formulae. Event the basic idea of burn, flip and burn can be tricky to minds poisoned by Star Wars. However, presenting...
  8. MonsterX

    Space Combat - Did I miss something?

    reducing missile damage to the target does not seem like a valid reason for decelerating one's missiles before impact, but maybe this is not what you mean in the statement? Higher impact velocities have a complex relationship to damage, though, and the desired velocity could well be different...
  9. MonsterX

    Travellers Needed! High Guard Updates

    Not much that can be done about it anyways. The different versions are out there, some already for decades, so you can't fix it by adding yet another number to the mix.
  10. MonsterX

    Space Combat - Did I miss something?

    Definitely would with any thrusting, but unless you want to move clouds of sand around with a piece of string, just assume this possibility all gets abstracted into the totality of the plus and minus involved in the attack.
  11. MonsterX

    Space Combat - Did I miss something?

    I remember this from LBB Traveller, I think, or maybe it was Mayday? Probably both. I like it because it gets very tactical and resembles use of smoke , but the way some Mongoose ships are designed, the sandcasters make no sense under these assumptions. If you have a few sandcasters and a...
  12. MonsterX

    Space Combat - Did I miss something?

    I think we have to assume that beam attacks consist not of a single shot but rather a series of shots. We know that ships weapons can shoot much faster than once every 6 minutes, because in the dogfight rules the weapons are capable of actually firing at least once every six seconds. This...
  13. MonsterX

    Travellers Needed! High Guard Updates

    It is just a shorthand for discussion purposes. There are lots of things that change with tonnage, but not systematically at those break-points. Mentioning the class of ship focuses in the discussion on certain set of issues - although what ships are in that ship class might be fuzzy - and that...
  14. MonsterX

    Ship Combat

    It is all about probabilities, and targeting and the chance of scoring a hit is going to be proportional to the surface area facing the shooter. Which does not grow proportionally to the size of the target, but nonetheless is substantially greater for larger ships. It could be assumed to be...
  15. MonsterX

    Ship Combat

    It absolutely makes sense that bigger ships are easier to hit, but pluses from 1000 to 6000 tons, with no difference between a 7000 ton destroyer and a 500000 ton dreadnaught doesn't seem right. I didn't know about this and haven't been applying it. Though I would have like to see some...
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