What the %$#*& IS agility anyway?
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- #876 What the %$#*& IS agility anyway? by Adrian Hurt
Agility: it is amazing how much is required to keep from getting sucked into these discussions :) (was Starship design revamping) Bertil Jonnell and someone (please forgive me for fogetting your name) have been discussing the role (roll?) of agility in space combat. I'm afraid I'm no clearer now than when I read the rules. Let me summarize how I see things: 1. The MOST acceleration you can get is 6-g. Period. (Rules) 2. In space there are 6 degrees of freedom; 3 linear, 3 rotational. (Physics - ignoring time) 3. A change in any one degree of freedom will have no change on the others. (Physics again) 4. Agility is a figure you use (somehow) to determine who has "initiative" in a space combat (I think?) or you use to deterrmine how easy it is for your ship to make `sudden' changes in speed or direction. (Rules I think) 5. Agility is a number between 1 and 6, inclusive. (Rules) One of the following two is (I believe) the proper way to interpret the rules. Which one? ******* EITHER: `agility' is a number you *subtract* from you maneuver number to find out just how much acceleration you can get in a real hurry. i.e. if you have maneuver 4 and agility 1, you can get 3-g `right now' and 4 once you line up the axis of the ship with the direction you want to go. ******** OR: `agility' is a value you can *add* to your maneuver figure to indicate how you could overstress the drives and hull in emergency situations (like combat) for short times. i.e. if you have a maneuver 4 and an agility 1, you can get 5-g `right now' and 4-g only a `short' (whatever that is) time later. Which makes more sense, both in terms of rules and "the real universe"? - ------------------------------------------------------------------ Technical comment - related but not directly to the above... The effect of either of the above scenarios is the same. Space battles become `running battles' or set-piece battles. Even at the maximum short-term 12-g limit of the second method, you could not actually maneuver fast enough to escape the guns behind you; those guns can rotate much more slowly and still track. The *best* you can hope for is to break their lock-on by sudden, violent, maneuvers (aka jinking) until you can enter hyperspace or get help. The second-best is to turn and fight. There is no real advantage to a high maneuver number except that it lets you get away. Of course there's always JATO boost. :) Richard |=pipe, All opinions and material above is the responsibility of the originator. Submissions: [email removed], or [email removed] Administrator: [email removed] (James Perkins) The TML is made possible by facilities provided by Tektronix, Inc.