Hard SciFi Conventional Space Combat

The beauty here is that you get to keep both systems (stutterwarp and thrust) should you desire. I do not find this to be a problem because FTL stutterwarp based combat is impossible too close to a gravity well. Which means planets are safe from stutterwarp missiles and ships flying in at FTL speeds, or will at least take the best advantage from knowing where the efficiency drop layer is. Thrust and vector futile too far out. What map scale to use depends on the strength of the nearby gravity well.

Your big decision here is homebrew rules about anything that crosses from one map to another and said interaction between maps.

That GDW or MgT ships are not tooled up for both is for another discussion.

Just another wacky idea.
 
Some players still can't really get around movement in space.

Say your ship's moving at two hexes per space combat turn. It applies a 3G thrust for one turn along the vector; that turn, the ship's movement rate is 5 hexes. It then cuts out thrust and the player says "I'll coast along now."

And the next turn, he thinks his ship's going to go back to two hexes. Next turn, his ship will carry on at five hexes per turn in a straight line until it runs into something, or some planet's gravity field alters its course.

That's where gunnery software comes into its own. The sensors measure range, compute light speed delay and the time it would take for, say, a missile to reach the target; and based on measurements of previous accelerations made by the ship (and, if they're advanced, profiles of the expected maximum acceleration of the class of the target ship) plot a probability map of where the target is likely to be next.

The more advanced organic gunners can do that in their heads. Probably, they can also swat flies right out of the sky too.
 
I don't have the 2300 rules. Do the ships use reactionless thrusters? Because reaction thrusters generate a whole other set of delicious, fun equations - variable mass, variable acceleration - and it was just a glance at the differential calculus involved that convinced me that I should choose organic chemistry, rather than rocketry.

(In the end, it was IT I chose for my degree).
 
Side note:- Star Trek IV: The Voyage Home.

Kirk: Mr. Spock, have you accounted for the variable mass of whales and water in your time re-entry program?
Spock: Mr. Scott cannot give me exact figures, Admiral, so... I will make a guess.

This always irked me. The mass is constant, unless they were planning on flushing the whales and water out the stern cargo bay doors for a few microgees of extra thrust.
 
alex_greene said:
I don't have the 2300 rules. Do the ships use reactionless thrusters? Because reaction thrusters generate a whole other set of delicious, fun equations - variable mass, variable acceleration
Space travel requires two systems essentially.
1.Stutterwarp is a reactionless FTL type of drive. It micro-teleports or "jumps" many times per second such that it appears you have traveled a given distance at FTL speed. Any vector you had prior to turning on the drive is retained when it is turned off. You can turn the drive on and off at will. Stutterwarp imparts no vector once turned off. Stutterwarp efficiency drops near gravity wells to less than apparent FTL and within a certain limit does not work at all. So it cannot be used exclusively you need another drive system to get off the rock.
2.There is not anti-grav/Manuever Drive like the OTU. For other purposes you have to use thrust based drives. Several types are provided in the 2300AD book.
 
alex_greene said:
I don't have the 2300 rules. Do the ships use reactionless thrusters? Because reaction thrusters generate a whole other set of delicious, fun equations - variable mass, variable acceleration - and it was just a glance at the differential calculus involved that convinced me that I should choose organic chemistry, rather than rocketry.

(In the end, it was IT I chose for my degree).

There are no reactionless thrusters in 2300, only conventional rocket engines of various types and then Stutterwarp drives. There are no rules for using thrusters in combat, or just manuevering for that matter, at all. They are listed as an interface tool only, getting ships into and out of orbit.
 
Nathan Brazil said:
An intermediate map perhaps where stutterwarp efficiency is reduced to speeds less than light speed. Here the central map is but one hex. I am not too familiar with 2300 space combat, but it was my understanding that there is a point that stutterwarp efficiency drops off to less than light speed.
I like the basic idea you have here NB, but the problem is that 2300's rules as written are set up so that even in the intermediate domain of your scheme (the 'shallows' in 2300AD parlance) stutterwarp is still completely dominant. Furthermore the Well, where stutterwarp efficiencies collapse to the point of tactical irrelevance, is set at the 0.1 G threshold, which is so tightly drawn given the weapon and detection ranges in the game that stutterwarp vessels dominate there as well. You can sit in the Well all you like, but your stutterwarp-enabled opponent can simply park a missile at the Wall above you (on Earth that would put them at a range of about 15,000 km) and then shoot you full of holes with a laser that has an engagement range that is measured in light seconds.

I think to get some tactical interest for non-stutterwarp craft like the OP wants, you would need to reduce the engagement ranges for starship weaponry massively and do something about the G-threshold of the Wall, such that gas giants (at least) and perhaps also terrestrial worlds generate a Well which cannot be entirely covered by the revised engagement envelopes of starship weapons.

How about this - set the Wall at 0.01G (this will multiply the radius of the Well by the square root of 10 - 3.16) and drop the hex scale for starship weapons by a factor of 20 (ie from 300,000 km to 15,000 km). The radius of the Earth's Well would go from ~20,000 km to ~60,000 km (which would be 8 hexes from Wall to Wall at the new scale - for comparison Jupiter's would be 150 hexes) - meaning that stutterwarp vessels at the Wall could threaten in to about geostationary orbits but if you wanted to reach any deeper it would require dropping platforms down into the Well to duke it out in an interface/orbital realm where Newtonian mechanics are the order of the day.

Now under this scheme non-stutterwarp craft are still largely immobile - you would need to spend a combat turn boosting at 11G to get a 1 hex/turn vector at this scale, whereas stutterwarp vessels can cover anything up to ~100 hexes/turn (depending on the warp efficiency they can muster obviously). You might want to nerf the effectiveness of stutterwarp in the Shallows down to something akin to the new scale, but that would make the transit across the Shelf a much bigger deal so could have unintended consequences for the rest of your game universe.

Stutterwarp efficiency is entirely tuneable by the GM, since it is imaginary tech; it's much harder to crank down sensor ranges to match the reduced weapons ranges if you want to remain credibly hard-SF I think, since we know that currently available tech is easily sufficient to track a target in space at the sort of ranges we are talking about now. So out in the Shallows you will have fast-movers in a goldfish bowl trying to gut each other with shivs - the challenge is no longer about trading off range and emmisions profile for a sensor lock (the 'blind-mans buff with bazookas' visualisation of the original game), but more about how you get in sufficiently close to your target and then match pseudo-velocity for long enough to get a killing shot (my preferred visualisation would be the starship engagement in 'A Fire Upon The Deep', but something a bit more 'dogfighty' is probably an easier sell to gamers).

Regards
Luke
 
Side note:- Star Trek IV: The Voyage Home.

Kirk: Mr. Spock, have you accounted for the variable mass of whales and water in your time re-entry program?
Spock: Mr. Scott cannot give me exact figures, Admiral, so... I will make a guess.

This always irked me. The mass is constant, unless they were planning on flushing the whales and water out the stern cargo bay doors for a few microgees of extra thrust.

Perhaps time-travel causes random weight loss in cetaceans.
 
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