baithammer
Mongoose
Another factor is thrust isn't strictly a rearward vector, there are other thrust points on the hull to facilitate lateral movement and rotations. ( So you don't need to flip the ship around like a monolithic rocket.)
baithammer said:Another factor is thrust isn't strictly a rearward vector, there are other thrust points on the hull to facilitate lateral movement and rotations. ( So you don't need to flip the ship around like a monolithic rocket.)
Sigtrygg said:Watch the Expanse, and even that takes liberties with Newtonian mechanics.
Yes, 6 minutes in MgT2.Moppy said:A Traveller space combat turn is several minutes?
You don't shoot once per round, but all the shots are abstracted into a single attack roll, just like DnD.Moppy said:If you can spin around in a few seconds out of 20 minutes to fire the spinal while still drifting away, you won't lose that much acceleration.
Agreed.Sigtrygg said:If you are not accelerating your future position is known, you are vulnerable and should not get any agility DM.
I would disagree about affecting "gravitic mass". As far as I know it does not affect mass, just imparts thrust. It does most certainly not cancel inertia.Sigtrygg said:Unless the Traveller magic maneuver drive also cancels inertial mass - we know it affects gravitic mass - ...
Unless the ship is built for that... Accelerating, spinning about, and then decelerating is a standard manoeuvre, but perhaps not on a sub-round frequency.Sigtrygg said:... the turning forces on a ship spinning on its axes to bring a spinal to bear will likely structurally damage the ship.
Per MT SSOM (and GT, T5) M-drive thrust is vectored, so you get some, but probably not full, thrust in other directions. To get full thrust you still point the ship like a rocket.Sigtrygg said:In every version of Traveller to use the main drive thrust you have to turn the ship to point its arse. You do actually have to flip your ship around like a monolithic rocket. Attitude thrusters do not produce 2g continual acceleration.
Original Traveller in 1977 used some sort of reaction drive (rocket), so the original art showed glowing rocket nozzles.Hakkonen said:The M-drive is gravitic and reactionless, right? So what are those rocket-nozzle-looking things at the rear of the Element-class cruisers? Am I just overlooking the bit where they're specified to use reaction drives?
AnotherDilbert said:Yes, 6 minutes in MgT2.Moppy said:A Traveller space combat turn is several minutes?
You don't shoot once per round, but all the shots are abstracted into a single attack roll, just like DnD.Moppy said:If you can spin around in a few seconds out of 20 minutes to fire the spinal while still drifting away, you won't lose that much acceleration.
Per TNE space combat weapons shoot at least ten times per round.
That is certainly true for missiles, but not really for e.g. railguns, note that railgun ammunition is specified in "attacks", not shots.Moppy said:That's inconsistent with how Mongoose defines ammo.
I'm not all that familiar with modern versions of DnD, but the first versions were clear on that a regular melee attack was a full rounds worth of swings and parries. If I recall correctly that was the clearest description of that in any RPG i have read.Moppy said:It'a also inconsistent with how D&D defines ammo. In D&D one hit roll = use up one arrow (unless you specifically take a multi-shot magic power).
edit: Also charges and procs on melee weapons. It's once per swing/attack roll.
AnotherDilbert said:That is certainly true for missiles, but not really for e.g. railguns, note that railgun ammunition is specified in "attacks", not shots.Moppy said:That's inconsistent with how Mongoose defines ammo.
Energy weapons have always, from CT forwards, attacked once per round regardless of the length of the round, and by the dogfight rule that is still true in MgT2. Why would a laser be able to fire every 6 s in a dogfight, but only every 6 minutes at slightly longer range?
Moppy said:As you say, switching from dogfight to regular time scale increases the rate of fire of your weapons by a factor of 60, what is even happening? Why isn't regular damage multiplied by 60? Literally nothing makes any sense.
baithammer said:Moppy said:As you say, switching from dogfight to regular time scale increases the rate of fire of your weapons by a factor of 60, what is even happening? Why isn't regular damage multiplied by 60? Literally nothing makes any sense.
The scale is 6 mins per turn at ship scale and 6s for dogfight so not 60 times.
The dogfight rules seem to rely on weapons being fixed mounts rather than turreted,( Even though small craft have the option for single turrets and barbettes.)
Lol 6 minutes is 6x60=360 seconds. A 6 minute combat turn is thus sixty time a 6 second dogfighting turn.baithammer said:The scale is 6 mins per turn at ship scale and 6s for dogfight so not 60 times.
The dogfighting rules are pure cinematic tosh and have no place in a game with Newtonian movement. But personal prejudice aside, to line up a shot with a fixed mount the fighter has to point that mount at the enemy and stop using its main drive as it take the shot, thus when a fighter shoots it can not gain a maneuvering advantage since it can not accelerate with its main engines. The advantage is with the weapon system in a mount that can move independently of vessel movement, like a turret perhaps?The dogfight rules seem to rely on weapons being fixed mounts rather than turreted,( Even though small craft have the option for single turrets and barbettes.)
We can, with some difficulty, interpret that as combat rounds, not rounds of ammunition. I believe Mongoose are trying to be deliberately vague in order to avoid these kinds of problems and allow you to interpret things anyway you like.Moppy said:I'm looking in high guard now for spinal mounts, and under railgun spinals it specifies ammo is in rounds - not bursts. So "per attack" must be a single shot per attack. Unless bays and spinals have a different rate-of-fire.
It does make some kind of sense if you accept that an attack is not a single shot. You attack continuously during the round, miss most shots, and get a single attack roll to represent all the shots fired during a round.Moppy said:To be fair, the whole rulebook is a mess and makes no sense, so I think you're OK to interpret it how you wish, within the given parameters.
As you say, switching from dogfight to regular time scale increases the rate of fire of your weapons by a factor of 60, what is even happening? Why isn't regular damage multipled by 60? Literally nothing makes any sense.