Yenaldlooshi
Cosmic Mongoose
Back in the day, I tried using the Law of Inertia in old school Mayday by GDW.
I have tried using this same 2D movement on paper maps from Brilliant Lances by GDW
I have tried companion's vectored movement in 2D and the Law of Inertia
I have tried using this same 2D movement using an near infinite map on Roll20.com
I have tried 3D movement using Squadron Strike for Traveller and the Law of Inertia.
After years of trying to make this gameable in the Traveller RPG context, these are my conclusions:
The Z axis realism of 3D is a whole lot of games mechanics-calculating for very little game-joy. Also, your players will probably need to attend a whole-ass clinic hosted by Ad Astra (which they will do in discord) to figure out their system, and theirs is the best system if you want to do this.
2D using the Law of Inertia is fine but here is the paradox; as you make the way the ships move due to inertia more realistic, you make your ability to control their movement less realistic because even an old 1980's PC or your cell phone could calculate intercepts and movements and where to be on the board better than you can by hand on the tabletop. Your Ship's Computer would absolutely do a massively better job of navigating your ship than you. Missile intercepts are next to impossible if you try to include missiles in these movement rules and if you don't include them, then why bother with the ships? Your missiles may be SMART but you will be moving them dumb if you try to just fly them at 10G to their targets which can, with just use a few G's thrust, side step your missiles. Perhaps with TONS of experience from you and your players you can overcome some of these short comings, but in so doing, you stop being RPG players and become full-time miniatures players.
My bottom line: Thrust counting is good enough. A chart with 92 boxes to represent all the thrust counts from Adjacent to Distant range is fine. There typically is no terrain in most of space anyway.
Best to think of the drives not as 1G or 6G drives, but 1 "thrust" or 6 "thrust" drives and say that a "thrust" is an abstract of various types of movement that can either be used for going a certain distance, changing direction, or other fine movement details and just use Core RAW beyond that. I still like to keep missiles and torpedos under this same ruleset though and not just count flight time in the air.
Btw SS:Traveller looks like it is fun, but not for your average RPG'ers.
I have tried using this same 2D movement on paper maps from Brilliant Lances by GDW
I have tried companion's vectored movement in 2D and the Law of Inertia
I have tried using this same 2D movement using an near infinite map on Roll20.com
I have tried 3D movement using Squadron Strike for Traveller and the Law of Inertia.
After years of trying to make this gameable in the Traveller RPG context, these are my conclusions:
The Z axis realism of 3D is a whole lot of games mechanics-calculating for very little game-joy. Also, your players will probably need to attend a whole-ass clinic hosted by Ad Astra (which they will do in discord) to figure out their system, and theirs is the best system if you want to do this.
2D using the Law of Inertia is fine but here is the paradox; as you make the way the ships move due to inertia more realistic, you make your ability to control their movement less realistic because even an old 1980's PC or your cell phone could calculate intercepts and movements and where to be on the board better than you can by hand on the tabletop. Your Ship's Computer would absolutely do a massively better job of navigating your ship than you. Missile intercepts are next to impossible if you try to include missiles in these movement rules and if you don't include them, then why bother with the ships? Your missiles may be SMART but you will be moving them dumb if you try to just fly them at 10G to their targets which can, with just use a few G's thrust, side step your missiles. Perhaps with TONS of experience from you and your players you can overcome some of these short comings, but in so doing, you stop being RPG players and become full-time miniatures players.
My bottom line: Thrust counting is good enough. A chart with 92 boxes to represent all the thrust counts from Adjacent to Distant range is fine. There typically is no terrain in most of space anyway.
Best to think of the drives not as 1G or 6G drives, but 1 "thrust" or 6 "thrust" drives and say that a "thrust" is an abstract of various types of movement that can either be used for going a certain distance, changing direction, or other fine movement details and just use Core RAW beyond that. I still like to keep missiles and torpedos under this same ruleset though and not just count flight time in the air.
Btw SS:Traveller looks like it is fun, but not for your average RPG'ers.