Bill Sheil
Banded Mongoose
Well I am one of those (who Matt can count on two hands) that appreciate Traveller's historical adherence to Newtonian physics and its readiness (in classic editions) to eschew Star Wars type dogfighters in favour of ship designs actually derived from extensions of the rules (e.g. the Book 9 Heavy fighters). But it's entirely up to the players and referees to do what they want and I appreciate Matt's efforts to cater for disparate (but heretical) interests.
I don't personally mind the abstracted linear system from CT or Mongoose and also the flat hex vector systems of Mayday etc. They may not be perfect but they are "good enough" to represent vector movement and I don't find them too difficult to manage. And I would argue that they don't actually that lose much "realism" anyway; or not as much as people think.
For two ships or ship groups a linear system is fine. There is simply no benefit in maneuvering at any vector other than straight towards or away from your opponent (except in immediate evasion of ordnance) whether you want to close, increase or maintain distance. Orthogonal vectors are wasting your own thrust in less effective distance control. Even if there are more than two ship groups, if they are linked together such as one group protecting a second from a third aggressor then the protected group's only logical choice is accelerating on the line between the aggressor and the protecting group, orthogonal movement plays to the aggressor's advantage and the disadvantage of both the protector and the protectee. The only time it might break out from a linear engagement would be if the protectee group was to split up in separate directions (effectively combining their escape accelerations), but obviously leaving one of the groups continuing to be pinned and losing vector advantage so the other can escape.
In cases where there are three points of interest (three maneuvering ship groups or two and a static jump point or planet or station) then an arbitrary flat 2D plane (hex map) can still represent the positions. Again there is no benefit of vertical (orthogonal) acceleration off the initial plane for any of the participants and the plane can still be rotated to keep all of the participants "on the table".
And that (ship groups etc.) got me thinking about actual ship strategies in Traveller and fiction. I have read a few cases where authors have tried to express some cleverness in starship combat formations (Saberhagen, EE Smith etc). A lot of these imaging inverted cone formations, torri, planes or multiple groups to surround or outflank an enemy but, for the most part, I think the most obvious and most sensible formation is actually just a tight cluster. If there was a benefit in your space combat paradigm, to attack targets from multiple angles simultaneously (e.g something to do with the way shields work or heat radiation) then a dispersed formation might be practical but most paradigms really don't exclude concentrating fire from one direction on one side of an enemy to overwhelm its defences. And in most cases (so long as weapons have a reasonable range compared with ship sizes) a "tight" cluster could still be dispersed enough that there is no significant effect from friendly ships occluding one another's line of sight. The advantage of keeping all your ships in a cluster is that when one ship gets into range they are all in range and can concentrate fire on targets. And it is a lot easier to organise and maneuver than the more esoteric SciFi dispersed battle formations. Also enemies cannot do a Lanchester and selectively maneuver to engage only a subset of your fleet, as they are tightly clustered they are always supporting each other. So the idea of ships forming only a small number of clusters (and preferably a single one) to fight battles seems sound and therefore so too is describing battles on a plane and generally simplifying the whole fleet battle thing.
Multiple strategic locations (planets, moons, satellites) could require a 3D map but even then I think they would often be arranged on a planetary plane unless they were far enough apart that they would effecting be on different boards. For Travellers there may be a few counters on the table - e.g. their ship, a pirate ship, a gas giant and a naval escort but all of these could well be starting on a common plane and would optimally continue moving on that plane. The idea that a third dimension is actually need is questionable when you actually start examining the way protagonists would actually interact.
So, all told, I think the 2D hex map would almost always be good enough to represent even large fleet battles (end then with fleets being represented by single units) and fleet combat in the Traveller universe would rarely get more compilated than what Imperial Naval Academy instructors could describe on a flat screen.
Anyway that is my (on spectrum) thoughts on vector combat in Traveller. By the way I did one put together a draft combining Mayday and the Mongoose rules which I called "Maygoose Monday". My integration of Mongoose personal combat rules with Snapshot would have probably been called "Snapgoose Mo(o)nshot"
I don't personally mind the abstracted linear system from CT or Mongoose and also the flat hex vector systems of Mayday etc. They may not be perfect but they are "good enough" to represent vector movement and I don't find them too difficult to manage. And I would argue that they don't actually that lose much "realism" anyway; or not as much as people think.
For two ships or ship groups a linear system is fine. There is simply no benefit in maneuvering at any vector other than straight towards or away from your opponent (except in immediate evasion of ordnance) whether you want to close, increase or maintain distance. Orthogonal vectors are wasting your own thrust in less effective distance control. Even if there are more than two ship groups, if they are linked together such as one group protecting a second from a third aggressor then the protected group's only logical choice is accelerating on the line between the aggressor and the protecting group, orthogonal movement plays to the aggressor's advantage and the disadvantage of both the protector and the protectee. The only time it might break out from a linear engagement would be if the protectee group was to split up in separate directions (effectively combining their escape accelerations), but obviously leaving one of the groups continuing to be pinned and losing vector advantage so the other can escape.
In cases where there are three points of interest (three maneuvering ship groups or two and a static jump point or planet or station) then an arbitrary flat 2D plane (hex map) can still represent the positions. Again there is no benefit of vertical (orthogonal) acceleration off the initial plane for any of the participants and the plane can still be rotated to keep all of the participants "on the table".
And that (ship groups etc.) got me thinking about actual ship strategies in Traveller and fiction. I have read a few cases where authors have tried to express some cleverness in starship combat formations (Saberhagen, EE Smith etc). A lot of these imaging inverted cone formations, torri, planes or multiple groups to surround or outflank an enemy but, for the most part, I think the most obvious and most sensible formation is actually just a tight cluster. If there was a benefit in your space combat paradigm, to attack targets from multiple angles simultaneously (e.g something to do with the way shields work or heat radiation) then a dispersed formation might be practical but most paradigms really don't exclude concentrating fire from one direction on one side of an enemy to overwhelm its defences. And in most cases (so long as weapons have a reasonable range compared with ship sizes) a "tight" cluster could still be dispersed enough that there is no significant effect from friendly ships occluding one another's line of sight. The advantage of keeping all your ships in a cluster is that when one ship gets into range they are all in range and can concentrate fire on targets. And it is a lot easier to organise and maneuver than the more esoteric SciFi dispersed battle formations. Also enemies cannot do a Lanchester and selectively maneuver to engage only a subset of your fleet, as they are tightly clustered they are always supporting each other. So the idea of ships forming only a small number of clusters (and preferably a single one) to fight battles seems sound and therefore so too is describing battles on a plane and generally simplifying the whole fleet battle thing.
Multiple strategic locations (planets, moons, satellites) could require a 3D map but even then I think they would often be arranged on a planetary plane unless they were far enough apart that they would effecting be on different boards. For Travellers there may be a few counters on the table - e.g. their ship, a pirate ship, a gas giant and a naval escort but all of these could well be starting on a common plane and would optimally continue moving on that plane. The idea that a third dimension is actually need is questionable when you actually start examining the way protagonists would actually interact.
So, all told, I think the 2D hex map would almost always be good enough to represent even large fleet battles (end then with fleets being represented by single units) and fleet combat in the Traveller universe would rarely get more compilated than what Imperial Naval Academy instructors could describe on a flat screen.
Anyway that is my (on spectrum) thoughts on vector combat in Traveller. By the way I did one put together a draft combining Mayday and the Mongoose rules which I called "Maygoose Monday". My integration of Mongoose personal combat rules with Snapshot would have probably been called "Snapgoose Mo(o)nshot"