FallingPhoenix
Mongoose
Condottiere said:It will, once I figure out how to minimize power output in relation to transitional requirement.
If you want to minimize power output, you apparently don't want to mention T5.

Condottiere said:It will, once I figure out how to minimize power output in relation to transitional requirement.
Reynard said:Not a 'realism'? Do you know something about jumpspace not on the books? Marc and the gang created jumpspace and for forty years, from Classic to T5, have described how it works. Realism and the real world has no bearing on the mechanics of jumpspace.
Conservation of momentum has always been there.
"In cases where the origin and the destination stars have a great proper motion with respect to each other, the navigation computer automatically compensates for it in the jump vector computations. If factors such as this were not considered, the ship may find itself hurtling through space at an undesirable speed and direction in the new system and be unable to counter with its remaining fuel supply."
Reynard said:By the same extent being described here, there is no rule or game mechanic saying you can get away with screaming out of J-space and just waltz past any opposition. The rules do say once an encounter occurs all participants start at sighting range, either V. long range or Short to Medium near a planet and commence combat.
Reynard said:Maybe then there needs to be that rule for automatic Zero Vector due to Jump space physics as a particular Mongoose rule to fit with Mongoose space combat. It will be a first in forty years. It will also be the first ridiculous rule I ignore since I can grasp the game implication of vector conservation without going munchkin abuse on it's use still have a fun game play as I've done for forty years.
phavoc said:Reynard said:By the same extent being described here, there is no rule or game mechanic saying you can get away with screaming out of J-space and just waltz past any opposition. The rules do say once an encounter occurs all participants start at sighting range, either V. long range or Short to Medium near a planet and commence combat.
Yeah, but that is diametrically opposed to the concept of retaining momentum coming out of jump space. You can't have both rules - or at least not with a straight face. That is a complete rules miss, which I think is why this discussion is happening.
It would be better to revise the retention of momentum coming out of jump space into a rule that says regardless of your velocity when you enter jump space, when you exit your velocity is always zero. This aligns the rules AND makes far more sense. Your heading, at zero velocity becomes a non-issue, even for spinal-mounted weapons because you can always point towards your enemy in your combat turn.
Nerhesi said:That would be good and I'm totally fine with that. But, as others have pointed out.. thats not very.. legacy travellerish? Granted - neither is 9G Thrust but now we have it as cannon direction from above anyways - as well as Jump 7 at TL16 and so on
So really - Cannon isnt synonymous with "has always been thus"
Nerhesi said:That would be good and I'm totally fine with that. But, as others have pointed out.. thats not very.. legacy travellerish? Granted - neither is 9G Thrust but now we have it as cannon direction from above anyways - as well as Jump 7 at TL16 and so on![]()
AndrewW said:Nerhesi said:That would be good and I'm totally fine with that. But, as others have pointed out.. thats not very.. legacy travellerish? Granted - neither is 9G Thrust but now we have it as cannon direction from above anyways - as well as Jump 7 at TL16 and so on![]()
Had up to 16G before, was just limited to small craft. More along the lines of some limits expanding then anything new.