Well.
Just to throw my hat into the ring... I once was in a Trillion Credit
Squadron match that never did really get off the ground.
We had an exploratory engagement with a few ships to get the feel for how
combat worked. Now when the engagement started, we were at extreme gunnery
range, which is not extreme range for the sensors.
If I recall we disreguarded some of the MegaTrav sensor rules which didn't
make a lot of sence. (If a sensor has interstellar range, why can't it
pick out a target at less than one AU?) Thus we just assumed that both
sides detected each other.
This was mapped out on hex paper. Using vectored movement. Now, we assumed
that missiles accelerate at 8 Gs. This allows them to out run even a 6 g ship/.They were moved as though they were ships, and damage was inflicted on the
turn they intercepted the targe.
But. Due to some badly remembered rules, the cruiser's meson guns were limited
to planetary range. The upshot of which was that both cruisers headed toward
each other at full speed, while firing off missiles and lasers. (the only
weapons which had the range.) Both ships had 3 G engines and so were headed
toward each other at a closing rate of 6 Gs from extreme range. (I don't have
my books so don't ask what that is)
By the time the ships had gotten in range, They were both HEAVILY damaged.
When they passed each other they got in one blast of meson fire. One ship
was crippled, the other missed. The one that was missed by the meson fire
was so badly damaged by the accumulated damage that it was out of the
game anyway.
The upshot of the whole battle is that I realized that almost all space combat
is going to be had at LONG Range. Thus Fusion and plasma guns are extremely
limited. At LOOOONG range, it takes a long time for you to move in.
By the time you got to within say 500km you are DEAD. Even with 20 min turns.
If you had 30 second turns, you would never get withing planetary range.
You would be dead within the first few minutes.
Also, it is an insane idea to have more than one battlewagon within a few Km
of another. One nuclear missile will damage both.
Another reason for the 20 min turn is damage control. The rules say that
the engineers can attempt to repair systems during combat. Well, 20 min
seems fair for that. If you go down to 30 second turns then you'd barely
have enough time to bring the secondary systems on line, nevermind repair
a fusion plant with a hole in it!
Also, with 30 sec turns you definitely would have to worry about battery
locations. On the other hand, a twenty minute turn allows nearly all
the ships batteries to be brought to bear.
Now, on occasion, when ref, I have allowed shorter space combat turns.
This being when one ship had tricked the other into allowing it to get
within a hundred km.
And when a laser turret has an ROF of 60 (I think) combat kills take only a
few seconds.
Mr. Scott
"Shoot, Wildstar!" -Leader Desslok