phavoc said:
Wow, you go off on tangents pretty easily. Ain't nobody pretending anything, but maybe you. It's funny that you want to cite only those items that seem to make you look right, except you aren't. First you want to cite science and math to prove your point. Then you want to cite thrust points for a ship to prove your point.
Except you are neglecting that ships may rotate in any direction along their axis without expending any thrust points. In reality spacecraft accelerate along their primary thrust axis (generally, where their biggest engines are). However they have these neat-o inventions called thrusters. Thrusters act like primary engines, but by using them they can (gasp!) spin along their axis in any orientation! Amazing what science can teach us!
This is a function of the
Maneuver Drive;
without the Maneuver Drive, the ship
can’t rotate on its axis; there are
no “additional thrusters”. When you hit the Maneuver Drive,
all ability for the ship to rotate on its axis is gone.
Per the rules, the ability for a ship to rotate on its axis is
exclusive to the Maneuver Drive; otherwise, it would be called the Thrust Drive, and the Maneuver Drive would be a separate system. If a ship has used up
all its thrust accelerating away,
there’s no thrust left for what you call “thrusters” (really just the same Maneuver Drive components) to spin the ship around its axis; while, admittedly,
not part of the rules, that is because the rules
neglect that fact,
not because it isn’t a fact. Furthermore, if the ability of a ship to rotate on its axis
isn’t fixed to a finite number,
the massive gaping brokenness of that would be more incredible than you can imagine. Rules or not, the ability of a ship to rotate on its axis
must be a finite number! Which, therefore,
can be compared to the thrust and speed of a fighter craft,
if known.
phavoc said:
Using more "science", a Traveller spaceship trying to stay within the blindspot of another ship would have to be within hundreds of meters, or less. And it would also have to not only match the thrust output of the ship, but greatly exceed it in order to attempt to maintain that position.
You
can’t pick a fixed distance without
also picking a maximum rate for the ship rotating about its axis! The two numbers
are inextricably linked! Care to guess what number you picked for the ship’s maximum rate of rotation?
We’ll use 300 meters, because logarithmically, it’s right in the middle of your vague statement of “hundreds”. Let’s give our 100dT Ship a generous Thrust 5, and our Dogfighter the expected Space-Superiority of Thrust 10. They’re both accelerating in the same direction at Thrust 5, which leaves the Fighter Craft with Thrust 5 to execute its turn to keep out of the Ship’s blindspot. So, the Fighter Craft is executing a Thrust 5 turn at a Radius of 300 Meters... how fast around a circle is that, so we can know how fast the Ship has to rotate to keep up with it? Well, that’s a function of Centripital Acceleration, so...
a=(v^2)/r; 5g=(v^2)/300; 49=(v^2)/300; 14700=v^2; v=121.24... m/s.
So we’re going at 121.24... m/s around a 300 meter radius circle... how many degrees per second of roll is that?
c=2πr; c=2*π*300=600π=1884.95... m/s
(121.24/1884.95)*360= 23.15... degrees per second of roll, to keep up with the Fighter Craft.
The roll rate of an F-16 is 240 degrees per second... and this is about 1/10th that... but the Ship is
so much bigger! It may have about 4 times the thrust of an F-16, but it’s
way more than 4 times as big; imagine a ship with the proportions of an F-16 and a 100dT volume; at over 40 times the volume of the F-16, the radius becomes much larger than you’ve stated. And since the Fighter Craft can
almost certainly roll at the full 240, it
can, in fact, get much,
much closer.
phavoc said:
Traveller combat also occurs in turns. Each side gets a turn. This means the ship with the turret always gets a chance to maneuver and bring it's weapons to bear.
Each side gets a turn to do
what it physically can; not what it
cannot, like fly through a rocky planet.
phavoc said:
You completely gloss over very good reasons to have small craft. A ship with 10 small craft can deploy them to be in 10 separate places. It can engage targets in multiple areas where it's weaponry cannot be brought to bear or the targets are out of range. It can use small craft to pursue multiple targets whereas with itself it can only pursue one at a time. It can attack a target from multiple vectors. There are more reasons, you just don't want to seem to acknowledge them. But hey, that's your perogative to do so. Doesn't mean those reasons don't exist however.
It can
also deploy them to both sides of a ship’s hull, guaranteeing that
half of those ships will be in that ship’s blindspot! But
you would prefer that the ship can
magically rotate on its axis so as to
always be able to fire at
all of them.