Computing Delta V

rgrove0172

Mongoose
Im trying to compute travel times for conventional thrusters in 2300AD. There are a few rules out there (Gurps, Orbital) that have forumulaes for figuring the time required to accelerate, cruise, then declerate a given distance based on the space craft's performance but they require a DeltaV value - a combination of thrust and available fuel. Anyone know of a way to figure this with the info given for the Traveller ruled ships in 2300?
 
Yes, there is a mechanism for using vectored movement (similar to the game "MayDay") in HighGuard 2 but thats really not helpful in this case. I want to use the rules Im using now, and the ship stats as is. It seems incredible that they didnt provide for conventional drive operations in a game where they allow you to build ships with conventional drives.
 
Not having the 2300 rules - are they the same as reaction drives in High Guard?

Because those do literally work off a Delta-V principle; each 'block' of fuel (proportional to the size of the ship) representing a 'G/Turn' - i.e. a 1-G acceleration for 1 round of combat (6 minutes), which is enough to change a ship's velocity by ~ 3.5 km/s. Hence the total delta-V reserve is 3.5 x G/Turn reserve km/s

Decide what proportion of your fuel you're prepared to commit, divide the journey by two (so you can stop again), and pull out UVAST equations to figure out the top velocity you'll get to and the distance you'll coast afterwards
 
Thanks, and yes, they are your typical thruster type technology. The issue is that we are using Range bands here, not a hex grid. Kind of makes Vectored movement tough to represent. I was hoping someone had dealt with it before since Traveller has used the range bands combat mechanism forever. I would have thought a conversion from any system to Traveller would have included this possibility.

I may have to use something like MAYDAY for conventional thruster combat but I sure hate to have two different combat systems in play.
 
It is. If you want 'proper' vector combat, I suggest grabbing the High Guard rules - there are advanced space combat rules including a vector map system rather than the 'x thrust to change range bands' approach of the basic rules.

Which is nice and simple, but does fall apart like a house of cards as soon as you have 3+ combatant entities manouvring independently of one another.
 
Which envites the question then... a system of long-standing and popular as Traveller... How is it the range bands system of space combat has endured? Its seems almost any GM is eventually going to involve the players in a good ole multi ship space battle, yet I hear the system wont handle it. Huh?
 
rgrove0172 said:
Which envites the question then... a system of long-standing and popular as Traveller... How is it the range bands system of space combat has endured? Its seems almost any GM is eventually going to involve the players in a good ole multi ship space battle, yet I hear the system wont handle it. Huh?

It has endured because it works for most battles. It still works for multi-ship battles as well, if both sides more or less stay in formation beside their allies instead of each individual ship going where ever they want to.
 
Agreed; if you've got two fleets essentially sitting in formation with one another, they can be considered adjacent in game terms. After all, ships in close range of one another only need be in a 10km radius bubble around your reference point.

Beyond that, it's just a case of applying a bit of a workaround. In an RPG rather than a wargame, the GM may be throwing multiple ships at the players but if they only have one ship themselves, that's fine. You just use their ship as the reference point to draw ranges from.

Equally, if you are protecting a convoy of helpless merchant ships (all within close range of each other) from a pirate, use the pirate as the point of reference for ranges - it'll shoot at you and at the merchants, but you won't be shooting at the merchants so what range band you are from them doesn't matter.

Once you reach the scale of two cruiser squadrons versus several destroyers, particularly if they're deploying fighters which are moving to attack one of the destroyers but might be shot at by a second, the whole thing starts to become a bit of a mess. you could try tracking it on a number line but relative ranges between multiple entities don't quite work - thrust applied isn't quite the same as distance.

For a big engagement, as noted, just assume the entire fleets to be sitting at one 'point' exchanging fire with a fleet at another 'point'.
 
rgrove0172 said:
Which envites the question then... a system of long-standing and popular as Traveller... How is it the range bands system of space combat has endured? Its seems almost any GM is eventually going to involve the players in a good ole multi ship space battle, yet I hear the system wont handle it. Huh?

It may be worth noting that the vector system was in the original system, and the range bands came along later. I learned the basics of 2d vector math from studying LBB-2 back in Jr. High. :)

For only two ships or huge fleets though, range bands work more smoothly, if for no other reason than you need less table space to play them out.
 
Can explain why but a boardgame format in the middle of a roleplaying session is a terrible distraction. I much prefer to describe the action from the character's perspective. Similar to using miniatures for regular combat. Having a map drawn up to help visualize is one thing but playing out a tactical man-to-man combat on a game mat just ruins it for me.
 
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