phavoc said:
As the reference to B5 Starfuries goes, it's simply not possible to maintain yourself in the deadzone of most ships. Why? Because in order to remain there with impunity you have to (a) react instantly to changes in their orientation, (b) have a ship that has more available thrust and maneuverability than your target, and (c) a helluva lotta luck.
You have just described the 3 primary criteria for a Fightercraft and its pilot.
a. The pilot is trained to anticipate the maneuvers of his target. This doesn't
always work, but
when it does, the pilot maneuvers the craft into the blindspot.
b. Look up the term "Air Superiority Fighter". The point of a Fightercraft is
exactly to be more maneuverable than the opponent. And Scouts are, by definition,
not the pinnacle of Fightercraft.
c. Pilots have a saying about
exactly this. But because of a Scout's blindspot, the Fighter Pilot only has to work on improving his odds from a baseline of 50%.
Without these 3 things,
no Fightercraft Development Program,
or Fighter Pilot Training School,
would exist! There would be no
strategic justification for them, because they'd just
continuously lose against recycling Scout ships.
phavoc said:
Thrust really doesn't play into the picture here for most things. Why? Because it's all about pushing your ship (generally forward, but also for braking - there's no reverse in space). A ship that has the maneuverability can pivot on it's axis, or roll far faster than a ship tailing it and trying to remain in a dead spot.
This is
entirely incorrect.
All maneuvering in Traveller is a function of Thrust. There's
no independent stat for "rate of angular acceleration"; if there were, I would
happily tell you the range at which a dogfighter can maintain its blindspot over the Scout, for a given pivot rate. Maneuver Drives do the Thrusting
and the pivoting, and the
only stat they provide is Thrust. As such, the modeling of the system
must be done using that variable
exclusively.
phavoc said:
Let's use our S class scout for an example. The turret is on the dorsal (top) side. If you approach from 'above' the ship you can be engaged by the turret. If you approach from 'below' you cannot. Obviously there are fields and angles here, but let's keep it simple for discussion sake. If you are below the scout cannot target you. To engage the scout merely has to roll 180 degrees. The chasing craft cannot rotate as fast as the scout can spin, and therefore cannot stay in the blind spot. Not only that but because we are talking newtonian movement, as soon as the scout changes angles it's course changes. To match that course the chasing craft would have to re-orient it's primary engines in the same direction. Which for most craft they are mounted on the back, thus the chasing craft cannot maintain it's position. Thrusters used for maneuvering are insufficiently powerful to make a difference in the short term.
There are no "primary engines". There are only "Maneuver Drives", which work
equally well in all directions. For a radius about which the scout is doing a helical roll, the dogfighter with superior agility can do the same roll within a radius larger by the proportion of the remaining Thrust each ship hasn't used yet. So if the Fightercraft's remaining Thrust is 3 times the Scout's remaining Thrust, the Fightercraft can match the same helical roll at 3 times the radius,
and anywhere in between; the Fightercraft has
an additional +2 radius maneuverability margin over the Scout.
phavoc said:
So now lets look at a ship chasing from behind. The scout has a natural blind spot to the rear (let's say it's 1km) that it cannot engage the target due to the turret emplacement. The scout could simply spin 180 degrees to eliminate the blindspot. Lets say the chasing ship maneuvered 'below' the nose,thus bringing a new blindspot to bear. If the scout rotates again along the axis the turret is now capable of bearing on the target. Or it could bring the nose 'down' to clear the blind spot as well. The chasing ship simply cannot move faster than the scout can turn to keep it in a blind spot. Not to mention that the chasing ship must expend equal thrust to stop it's movement in other directions when things change. To do so requires it to maneuver with it's main engines because the scout just wants to engage, thus the advantage in movement is with the scout - regardless of the chasing ships thrust.
Again; there's no separate stat for spin. And regardless, during that spin, the turret still only had 50% firing access. Suppose the Scout is just constantly spinning, and the dogfighter stays in place; the gunner
only has 50% access
at all times. It's the Fighter Pilot's job to
improve this number; and
he's gonna, with a
more agile ship.
phavoc said:
There are simply too many advantages to the defender in this case being at the center of the sphere for an attacker to maintain this advantage indefinitely. The scout needs less power & less time than the attacker. And with the ability to spin in place it's a losing proposition for any chase craft to maintain a perfect position to never get engaged.
Being in the center has an advantage, yes, but it is limited by the agility of the craft, which is dictated entirely by the Thrust numbers of the Maneuver Drives in question, which is why I framed the argument in terms of that number, and not others, like rate of angular acceleration; Traveller just has no "thing" for this.
At
no point did you quote a
specific number being
larger than another number in a
specific context. Your argument hinges
entirely on how circumstances
seem.