Exactly, the High Frontier Boardgame has a map of the Solar System that is basically an energy map.
I've been working on my own version off and on for a number of years.
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So nodes and junctions represent spots where burns can take place where each burn is roughly 2.5 km/s of Delta Vee.
For the Expanse and its use of the Epstein Drive, I came up with the following chart to figure out travel time using the map.
- .3 G = 2 days per burn
- 1 G = 1 day per burn
- 7 G = 1/3 day per burn
- 12 G = 1/4 day per burn
The whole point of using the map is to allow the players to change direction if they get a message or something that causes them to change their mind about where they are going. The Expanse novels depict a number of different accelerations that were used. I picked the four most commonly mentioned and calculated those values. The result is not exact but close enough for an RPG campaign.
For chemical rockets the ballpark travel time is to look up the orbital period of the target i.e. the time it takes to travel around the sun. And take half of that as your travel time. While the Epstein drives have limited fuel (20,000 ms/) total delta-vee of chemical rockets is considerably less so the number of 2.5 km/s burns you have to do has to be tracked.
The final point of this to eliminate having to do any math in play. Just use the map, and use either the acceleration for traveller or expanse style ship, or the fuel quantity rated in delta vee.
Oh if you want to intercept something using the map. You have to arrive at the same junction or node at the same time. If you are traveling along the same path, then you will have multiple rounds of combat. If you are both on intersecting paths, you get one round, and that is it.