Tenacious-Techhunter said:
This wouldn't work in space as there is no atmosphere to leverage against. To perform this maneuver a ship that had accelerated for 1 turn in a direction would have to flip and decelerate using it's main engines for 1 turn to come to a relative stop, and only then could it change course to go back in the opposite direction.
You are misunderstanding why I am quoting this maneuver. There are 3 practical things you can alter to shake your opponent:
1. Your rate of forward movement
2. Your orientation
3. Your rate of perpendicular thrust, for turns
While there is no
drag in space, you would generally want to change
all 3 parameters at once in order to shake your opponent. That's a Chandelle turn, or the inverse of one if you're speeding up instead of slowing down. I'm just replacing drag and lift with Thrust. The maneuver isn't any different just because space is a void.
Finally,
Traveller ships do not need to flip to slow down. Not according to Mongoose, anyway.[/quote]
That's not a correct statement. MGT, CT and the others all postulate a reaction-based drive system and newtonian movement. So the rule has always been you accelerate half way to your destination and then flip and decelerate to come to a stop - assuming you are wanting to stop. Mainstream Traveller has never postulated a reactionless drive universe.
Thrusters should be incapable of the same amount of energy required from main engines (hence the label 'main'). While aerial maneuvers are similar in space, they still require a change of mindset to offset the differences in place. Aerial maneuvers can count on drag, space maneuvers require equal amounts of thrust energy to offset the previous one - which is a primary factor considering you need main engines to offset main engines. Plus 'shaking' your enemy on your tail becomes much different when you can maintain your current velocity and direction while spinning in place to bring your weapons to bear. In that sense you can never elude them unless your rate of thust is greater. And then it's a matter of how fast you can pull away (all the while being shot at).
What the game system has done is collapse much of the actual science down into a far more simpler model to speed gameplay and enhance the fun factor. 'Dogfights' in space, using real spacial maneuver physics would be rather funny to watch I think. In Traveller a space combat turn is 6 minutes. The idea is that any craft can spin on it's axis, bring even spinal mounts to bear, and then spin back and engage main drives to continue its path. I actually doubt multi-thousand ton ships are going to have THAT capability, but I don't see that part of the game system ever changing. It would have to be revamped and moved to a board-style with turning rates and everything. And even then, assuming you wanted to maintain realism, you would have to keep track of thrust-turns because in order to change directions you'd have to provide equal thrust in the opposite direction just to slow down. Otherwise your turns would be quite far and wide.
Though one could fairly argue trailing at 20,000km while you both tried to turn is the space equivalent of being on someone's tail.
phavoc said:
This is exactly the definition of a Maneuver Drive, according to Mongoose. Internal, but not external, of course. It uses Thrust in all directions in order to maneuver the craft. Rolling, Pitching, Yawing, and all Translation included.
No, it's not. Maneuver drives operate the same as reaction-based, they are at the rear of the craft and 'push' it forward - just don't go digging any deeper because there's no underlying physic framework to explain it. Accept it and move on. And that's how it's been with every version, including MGT. I have looked before and it's hard enough to even find bare mention of thrusters anywhere. With the new emphasis on the extra speed bonus made available by reaction drives this tenet is only being reinforced (personally I don't think the path they are going down is a good one, but I've already voted and been overruled on that one - it's sci-fi, and people want more zip using high-burn thrusters).
The combat system has never gone into that sort of detail regarding maneuvers during combat. It's always been at a high level and not necessarily even a correct reflection of the physics universe model that has already been defined. We use the stripped-down gaming version.