STAR CRUISER

A thread of 5 messages, 1 September 1993 to 4 September 1993, in the order they were sent.

#5946 STAR CRUISER

	I agree that Star Cruiser is one of the most confusing game put out
by GDW.  I assume that the firing arcs are for ships in adjacent hexes, but
that's not the only problem.  I think the biggest problem is that beam
weapons have such a short range.  Considering that most military ships can
move 7 hexes in a turn this turns space combat into a "knife fight."  It also
means that you can detect a hostile ship long before you can fire on it.
	The idea I think is that missles are supposed to be the main form
of combat, but when you're fighting a Delta Class Kafer battleship the thing
is going to close with you eventually. In my experience, all movement stops
at this point and the two players sit in the same hex, blasting away at each
other with their lasers.
	What I have done in my games is to make long range for beam weapons
3 hexes and short range one hex.  This helps keep ships from parking in
the same hex and plugging away at each other.
	I have also experimented with limiting a ships acceleration and
deceleration by saying that they from a dead stop they can only move half
speed the next turn.  Likewise they can only decelerate to half speed their
first turn and must wait until the following turn to come to a complete
stop.  Along with this, ships may only change facing by one hex side per
hex of forward movement.  This prevents ships from spinning in place and
doing 180's in space.
	The net effect is to make combat more swooping and graceful.  The
extended range of beam weapons and the limits on turning radius also make
the firing arcs that began this discussion all the more important.  :)

	Let me know what you think of these ideas.

#5957 Re: STAR CRUISER

In message 5946, Muir Macpherson [email removed] writes:

> I think the biggest problem is that beam
> weapons have such a short range.  Considering that most military ships can
> move 7 hexes in a turn this turns space combat into a "knife fight."  It also
> means that you can detect a hostile ship long before you can fire on it.

This may make for a strange game, but at least it's logically consistent
with StutterWarp physics.

Imagine tryig to hit a target from more than one Hex away, when that target
is travelling FTL using stutterwarp. *long* before the light from your laser
arrives in the same general vicinity, he'll have moved to a different
location.

Missiles work by getting as close as they can to the target vehicle; they
then *spray space* with as many laser beams as the missile can generate. If
the missile is lucky, *one* of those beams will actually intersect with the
target, causing damage. That's what a to-hit roll is actually calculating;
you're checking to see if one (out of many) laser beams actually passes
through the target's current location.

Making beam weapons have 3 hex range may make the game more playable to you,
but it's no longer realistic (according to the 2300AD universe).

>         I have also experimented with limiting a ships acceleration and
> deceleration by saying that they from a dead stop they can only move half
> speed the next turn.  Likewise they can only decelerate to half speed their
> first turn and must wait until the following turn to come to a complete
> stop.  Along with this, ships may only change facing by one hex side per
> hex of forward movement.  This prevents ships from spinning in place and
> doing 180's in space.

You really don't understand StutterWarp physics, do you? :-)

StutterWarping ships don't change their real-space vector in any way; they
simply "teleport" a short distance away, at a rapid cycle rate, giving
effective FTL travel. StutterWarp ships don't "accelerate" or "decellerate";
they simply start and stop moving. StutterWarp movement doesn't have
momentum or inertia; StutterWarp ships can move instantly and stop on a dime.
(This is why Traveller players objected so strongly to their introduction
into the TNE universe, btw).

As for changing facings: This is where things start to get nebulous...

First of all, we believe that this is currently done using real-space
thrusters. So, it should still be possible to do "180's in space"; you just
can't do them instantaneously.

Secondly, since StutterWarp doesn't change real-space vectors, we believe
that you should be able to warp in one direction while your ship is pointing
in a completly different direction. Of course, you can restrict this by
claiming that the StutterWarp field is aligned with the ships hull, so that
you can only travel "forward". We're still arguing that one... :-)

We've played lots of Star Cruiser combat. The 2300 physics do lead to some
common tactics; they just aren't like anything you've ever seen before... :-)

- --
C. Harald Koch, Network Analyst | Psychotic pigs make better bacon!
Alias Research Inc. Toronto, ON |
[email removed]                 | -Graffiti, on a wall near Queen & Beverly
[email removed]                 |

#5966 2300AD Ship Combat

> In message 5946, Muir Macpherson [email removed] writes:
>
>>I think the biggest problem is that beam
>>weapons have such a short range.  Considering that most military ships can
>>move 7 hexes in a turn this turns space combat into a "knife fight."  It
>>also means that you can detect a hostile ship long before you can fire
>>on it.
>
> This may make for a strange game, but at least it's logically consistent
> with StutterWarp physics.
>
> Imagine tryig to hit a target from more than one Hex away, when that target
> is travelling FTL using stutterwarp. *long* before the light from your laser
> arrives in the same general vicinity, he'll have moved to a different
> location.

Not quite - the 2300AD combat rules seem to assume that the combats will be
played out inside a star system (where the stutterwarp speed drops below
light).  The drive numbers work out to 20 Mm/s for each warp efficiency.
You would need a very light ship indeed to get to lightspeed (300 Mm/s).

I think they just wimped out because they didn't want to handle the
special considerations of active FTL combat.  Just like they didn't want
to handle inertia, rotation or 3D.  Oh well - it's their game, and if they
want to keep it simplified, that's their business.

> Missiles work by getting as close as they can to the target vehicle; they
> then *spray space* with as many laser beams as the missile can generate.

Not according to my reading of the rules - more seriously, you couldn't get
enough power.  If you want an X in 10 chance of hitting something on the
order of 10s of metres across in a space 600,000,000 metres across, you'd
need a *lot* of lasers.  A few MW just *isn't* enough.

> If the missile is lucky, *one* of those beams will actually intersect with
> the target, causing damage. That's what a to-hit roll is actually
> calculating; you're checking to see if one (out of many) laser beams
> actually passes through the target's current location.

I think it represents exactly what it seems like - the chance that your
targetting systems correctly predicted the exact path of the target and
hit it with a single shot.  For beam weapons of such low power as found in
2300AD, it's better to put all the energy of a 1 minute turn into a single
shot, than to spray the target with negligible flashes.

[...]

> StutterWarping ships don't change their real-space vector in any way; they
> simply "teleport" a short distance away, at a rapid cycle rate, giving
> effective FTL travel. StutterWarp ships don't "accelerate" or "decellerate";
> they simply start and stop moving. StutterWarp movement doesn't have
> momentum or inertia; StutterWarp ships can move instantly and stop on a dime.

Yes, one of the best things about them, in my opinion.  I just wish I had
more information on the restrictions (like why you can't have 2 drives,
only one of which is active at any given time, and more about discharging
and maximum range, and ...).

> (This is why Traveller players objected so strongly to their introduction
> into the TNE universe, btw).
>
> As for changing facings: This is where things start to get nebulous...

You don't say, ...  :-)

> First of all, we beleive that this is currently done using real-space
> thrusters. So, it should still be possible to do "180's in space"; you just
> can't do them instantaneously.

If this is the case, why can't turning be done simultaneously with movement?
As it is, rotation takes away movement points.  The only reason I can see
is that rotation is impossible while the stutterwarp drive is running.
This seems unlikely, for exactly the reason that stutterwarp doesn't change
real-space vectors.

> Secondly, since StutterWarp doesn't change real-space vectors, we believe
> that you should be able to warp in one direction while your ship is pointing
> in a completly different direction. Of course, you can restrict this by
> claiming that the StutterWarp field is aligned with the ships hull, so that
> you can only travel "forward". We're still arguing that one... :-)

Why can't the stutterwarp drive be mounted largely inside a freely-rotating
sphere?  Then you rotate the sphere to warp in a different direction.  This
should be faster than using gas thrusters (or whatever) to turn the whole
ship.

> We've played lots of Star Cruiser combat. The 2300 physics do lead to some
> common tactics; they just aren't like anything you've ever seen before... :-)

You should try working out tactics for stutterwarp in interstellar space.
*Real* FTL.  :-)
(Talk about chasing shadows)

- --
Tim Little

#5968 Star Cruiser

>> Subject: STAR CRUISER
>>
>> 	I agree that Star Cruiser is one of the most confusing game put out
>> by GDW.  I assume that the firing arcs are for ships in adjacent hexes, but
>> that's not the only problem.  I think the biggest problem is that beam
>> weapons have such a short range.  Considering that most military ships can
>> move 7 hexes in a turn this turns space combat into a "knife fight."  It also
>> means that you can detect a hostile ship long before you can fire on it.

In message number 5952 Timothy Little [email removed]
said:

>"Short range" is a relative term.  With each hex representing 600 Mm, it
>means that the accuracy of each weapon is very good indeed.  The Star Wars
>system is considered completely unworkable, and it only needed to deal with
>targets at about 1/1000th the range, and 10000 times slower.

I don't dispute the difficulty of trying to hit something with a laser in
space, but the current system requires so much suspension of disbelief as
it is that I don't have a problem with adding a little more to make the
game more playable.

>> 	The idea I think is that missles are supposed to be the main form
>> of combat, but when you're fighting a Delta Class Kafer battleship the thing
>> is going to close with you eventually. In my experience, all movement stops
>> at this point and the two players sit in the same hex, blasting away at each
>> other with their lasers.

>In my experience, either the human ship runs out of missiles and dies, or
>the Kafer dies.

Very true.

>In custom-designed games, the tactic of choice (after missiles, of course)
>is to have rear-mount weapons and a fast drive.  Oh yeah, and lots of remote
>armed drones.  (In fact, the remote drone situation got so bad that we had
>to limit numbers to keep the game playable)

If you're willing to assign arbitrary limits to the numbers of missiles why
not arbitrarily extend the range of lasers?

>> 	What I have done in my games is to make long range for beam weapons
>> 3 hexes and short range one he  This helps keep ships from parking in
>> the same hex and plugging away at each other.

>I think the main cause of 'plugging away' is not the weapon ranges, but
>the lack of maneuverability of 2300AD ships.

My concern was mostly with small craft that only carry a few missiles and
usually finish the fight with an exchange of laser fire.  What I find
happens is that the two close to the same hex and then take turns rolling
for position and exchaning broadsides.  The problem is that the scale of
the game is so large and the range of lasers so short that when it comes to
the tactical maneuvering of exchaning laser fire the game resorts to
rolling dice for orientation.  Also, by limiting turn radiuss and
acceleration and deceleration it makes it more difficult for two ships, or
more often, two fighters to sit on top of each other.

>> 	I have also experimented with limiting a ships acceleration and
>> deceleration by saying that they from a dead stop they can only move half
>> speed the next turn.  Likewise they can only decelerate to half speed their
>> first turn and must wait until the following turn to come to a complete
>> stop.  Along with this, ships may only change facing by one hex side per
>> hex of forward movement.  This prevents ships from spinning in place and
>> doing 180's in space.

>What's wrong with that?  Do you have a problem with rotation?  I have
>exactly the opposite view - they make rotation too difficult.  They only
>justify it with some washy statement that the drives cause 'inertia'.

Actually I like the idea of "pseudo-inertia" and have chosen to place
greater emphasis on it, for the above reasons.  I, frankly, don't find it
any more absurd than the prospect of a stutterwarp drive itself.

>> 	The net effect is to make combat more swooping and graceful.  The
>> extended range of beam weapons and the limits on turning radius also make
>> the firing arcs that began this discussion all the more important.  :)

>If you want swooping and 'graceful' combat, play a flight sim.  I don't
>see any reason why space combat should share this property, and I dislike
>games that artificially try to introduce it.

This was probably the wrong way to say what I was trying to express.  My
feeling is that it is more interesting when the ships are actually maneuver-
ing to get a shot on each other than merely sitting one counter on top of
the other rolling for position and firing.  Wouldn't you rather see the
jockeying for position that roll represents?  I would.


>Other points:
>Why do they include a 'star' counter and say that ships can move within one
>hex of it?  They explicitly state that stutterwarps fail against a 'few
>tenths of a G'.  By my calculations, the closest a stutterwarp-driven ship
>can approach a star like our Sun is about 10 hexes.  If it gets any closer,
>it can't get out (and will fall into the star in about 18 hours.


>Why do 2300AD power plants supply such *abyssmal* power/weight ratios?
>A current internal combustion engine can supply 1 kW/kg, yet the most
>advanced 2300AD military MHD turbine supplies 10 times less.  Considering
>that power/mass is a major design factor, why not use petrol engines?
>Especially since the cost is about the same.  Worse than that, however, is
>the fuel cell technology - it is exceeded by a factor of 3 in power/mass,
>is more expensive, and consumes more fuel than current technology.

>They ought to run the things on the same LMS batteries that power the laser
>guns.  A 10 MW MHD costs at least 0.7 MLv and masses at least 100 tons.
>10 MW of LMS batteries costs 1700 Lv (0.0017 MLv) and masses 330 kg (which
>is 0.33 tons).  For the same price (0.7 MLv) you get 4200 MW of peak power
>massing 140 tons.  Energy capacity is also good - 7 MJ/kg, halfway between
>MHD and Fuel Cells.  So, *why not*?

>- --
>Tim Little

Maybe MHD turbines are inefficient because they are trying to reduce their
signature?  I don't know, all your points are quite good.  I believe some
- -one made a similar point about Traveller.  He found that it was more
cost and space efficient to use the batteries used with black globes than
to use a power plant.  Go figure.  As much as we try to make out games
_science_ fiction they still require an enormous suspension of disbelief.-

>In message 5946, Muir Macpherson [email removed] writes:

>> I think the biggest problem is that beam
>> weapons have such a short range.  Considering that most military ships can
>> move 7 hexes in a turn this turns space combat into a "knife fight."  It also
>> means that you can detect a hostile ship long before you can fire on it.

In message 5957, C. Harald Koch [email removed] writes:
>This may make for a strange game, but at least it's logically consistent
>with StutterWarp physics.

>Imagine tryig to hit a target from more than one Hex away, when that target
>is travelling FTL using stutterwarp. *long* before the light from your laser
>arrives in the same general vicinity, he'll have moved to a different
>location.

<stuff about missles deleted>

First of all, stutterwarp combat takes place inside starsystems where
the stutterwarp drive is limited to less than "FTL."  Secondly, your point
about light lag is true of *any* space combat system, not just Star Cruiser.
The common justification is that it is possible to compute the limited number
of possible locations for the ship because of the limits of the ships drive
and the constraints of inertia.

>Making beam weapons have 3 hex range may make the game more playable to you,
>but it's no longer realistic (according to the 2300AD universe).

I do think that my changes make the game more playable, but I disagree about
the lack of realism.

>>         I have also experimented with limiting a ships acceleration and
>> deceleration by saying that they from a dead stop they can only move half
>> speed the next turn.  Likewise they can only decelerate to half speed their
>> first turn and must wait until the following turn to come to a complete
>> stop.  Along with this, ships may only change facing by one hex side per
>> hex of forward movement.  This prevents ships from spinning in place and
>> doing 180's in space.

>You really don't understand StutterWarp physics, do you? :-)

>StutterWarping ships don't change their real-space vector in any way; they
>simply "teleport" a short distance away, at a rapid cycle rate, giving
>effective FTL travel. StutterWarp ships don't "accelerate" or "decellerate";
>they simply start and stop moving. StutterWarp movement doesn't have
>momentum or inertia; StutterWarp ships can move instantly and stop on a dime.

Actually, I think I do understand StutterWarp physics :-)  According to
_The Science of Star Cruiser_ section Star Cruiser: "The activity of the drive
itself at high cyclic rates produces a gyroscopic effect that is referred to
as pseudo-momentum.  It is not true momentum in the Newtonian sense, but
limits the magnitude of immediate changes in direction and velocity."  This
is why stutterwarp ships cannont make infinite changes of facing during
a combat turn.  I have chosen to make this effect more pronounced because
I think it keeps combat more mobile

As to the realism of extending the range, I think by limiting stutterwarp
mobility, and and therefore the possible locations of an enemy ship we can
justify extending the range of lasers.  While we're discussing the limits of
lasers, however, I have to point out that missles are under some pretty
serious restrictions of the same kind.  A missle has to detect a ship, send
this data to the mother ship, wait for the remote pilot to respond, wait
for the message to make it back to the missle, and _then_ fire!  By whick
time the enemy ship is nowhere near where it was when the missile first
detected it.  I suppose we could justify this because missiles "spray space
with lasers" as Harald put it, but I think we have to recognize that
space combat games, or at least Star Cruiser, are only "realistic" as long
as we are willing to suspend disbelief on a number of points.  Since this
is what rpg's are ultimately about, this shouldn't be a problem :-).

Muir Macpherson		[email removed]

#5972 RE: Star Cruiser

#Maybe MHD turbines are inefficient because they are trying to reduce their
#signature?  I don't know, all your points are quite good.  I believe some
#- -one made a similar point about Traveller.  He found that it was more
                                               ^^^^^^^^^^^^^^^^^^^^^^^^^
#cost and space efficient to use the batteries used with black globes than
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
#to use a power plant.  Go figure.  As much as we try to make out games
^^^^^^^^^^^^^^^^^^^^^

That would be me.  :)  Anyway, it's slightly more complicated than that...
Cost, space/volume, EM signature, and duration all have to be factored in to
the design.  (Aside from bending the rules.)  It's worth noting that for
"long-term" conflicts (those over the combat duration of battery/capacitor
equiped fighters) those same fighters that fared so well for the first 20-odd
turns will have a decided disadvantage...  (So bring LOTS of them!  [always a
good idea, anyway])

It all boils down to tactics, I guess.  (I happen to prefer the jump-tender
approach: blaze in (hide the jump-tender), kick butt, regroup, and split -
letting someone else mop-up.) Better yet is a defensive action - blow the
invading snots away with imbedded defenses that they can't attack.

ObTNEconcept: TCS style conflicts between TL 8+ pocket-empires.  I think it'd
be a blast, especially with relic technology involved (Can you imagine the
maintenance costs?  Can you imagine the benefits?)

Just thought...

- --
[email removed]