Post by tosfan1956 on Apr 13, 2021 19:43:40 GMT -7
Here's a small sample of some of my rules revisions:
Scale and Time Frame. Each turn is 10 seconds. Each hex on the tactical map is 10,000 kilometers across giving ships speeds of 1,000 km/second to 40,000 km/second. This makes Earth approximately 1.3 hexes across (12,742 kilometers diameter.) Jupiter would be almost 14.3 hexes diameter at 142,984 kilometers. Since light travels approximately 300,000 km/sec, a ship at the speed of light would travel 300 hexes per turn. Energy weapons fire travels at 299 hexes per turn and is treated as instantaneously hitting the target. Travel between stars is measured in light years and takes hours, days, weeks or months.
The way Movement works: Your ship begins "at rest" in normal space. Maneuvering thrusters are sufficient to move the ship a few hundred meters or put it into or pull out of a dock or turn slightly. But to move the ship at combat speeds at the distances used on the playing field (tactical map) requires that the ship move at high speeds without the constraints of inertia. By topographically warping space itself you can create a local region of space-time wherein the region ahead of the "warp bubble" is compressed, allowed to resume normalcy within the bubble, and then rapidly expand behind the bubble creating an effect that results in movement of the ship. This movement is broken down into two categories: Slower-Than-Light (STL) speeds and Faster-Than-Light (FTL) speeds.
For STL movement, look at the General Characteristics for your ship. Listed is the Total Coil Power your ship has and this determines the maximum power that can be applied to movement. When you allocate power to movement the ship will move one hex for every two units of power applied. Remember that your ship is not actually moving in normal space, the warp field creates a "bubble" around your ship and that is what moves. For this reason, if you lose power to movement during a turn or you do not apply power to movement for the next turn your ship will simply stop in place instead of continuing on at speed across the map. It takes two power points to move the ship one hex regardless of how big or small the ship is because, again, the ship is not moving, the warp bubble is.
The following concerns the Cloaking Device:
Signature: This describes the ship's signature on scanners and is used to quantify the cloaking device needed to cloak the ship. Length x Width x Height = cubic meter size of the ship.
Cubic Meters Class
< 90,000 I (1)
90,001-900,000 II (2)
900,001-1,800,000 III (3)
1,800,001-2,700,000 IV (4)
2,700,001-3,600,000 V (5)
3,600,001-4,500,000 VI (6)
4,500,001-5,400,000 VII (7)
5,400,001-6,300,000 VIII (8)
6,300,001-7,200,000 IX (9)
7,200,001-8,100,000 X (10)
8,100,001-9,000,000 XI (11)
9,000,001-9,900,000 XII (12)
9,900,001-10,800,000 XIII (13)
10,800,001-11,700,000 XIV (14)
11,700,001-12,600,000 XV (15)
12,600,001-13,500,000 XVI (16)
13,500,001-14,400,001 XVII (17)
14,400,001-15,300,000 XVIII (18)
15,300,001-17,100,000 XIX (19)
17,100,001-20,000,000 XX (20)
20,000,001 < XXI (21)
Boeing 747 Intercontinental
Length 76 meters
Width 68 meters
Height 19 meters
LxWxH= 98,192 cubic meters and this gives it a class II signature.
Cloak: "I am as silent as the stars, as invisible as the wind..."
Cloaking Device: This is the model number. This is the original equipment. Some ships have received upgrades that will not be listed here. As a general "rule of thumb" most ships will be refitted with the best available equipment at it's earliest opportunity.
Power to Signature: This is the number you multiply by the ship's Signature to determine how much power it will take to cloak your ship. Bigger ships are harder to hide and older models of cloaking devices are not as efficient.
On another note:
c. Communicate
In a multi-player game it may become necessary to communicate via notes or private conversation. Notes should be limited to "Post-it" size paper and two-way conversations limited to 10 seconds (1 turn). If a longer message or lengthy order is sent, it can be sent in a "burst" form but this is a one-sided conversation. i.e. sending information about a cloaked ship. If a ship is captured by an enemy, that enemy will be allowed to read/listen in on all conversations/messages via the captured ship. Codes will be changed after this scenario so enjoy it while you can. Note: This is only communications between ships on the tactical map.
Scale and Time Frame. Each turn is 10 seconds. Each hex on the tactical map is 10,000 kilometers across giving ships speeds of 1,000 km/second to 40,000 km/second. This makes Earth approximately 1.3 hexes across (12,742 kilometers diameter.) Jupiter would be almost 14.3 hexes diameter at 142,984 kilometers. Since light travels approximately 300,000 km/sec, a ship at the speed of light would travel 300 hexes per turn. Energy weapons fire travels at 299 hexes per turn and is treated as instantaneously hitting the target. Travel between stars is measured in light years and takes hours, days, weeks or months.
The way Movement works: Your ship begins "at rest" in normal space. Maneuvering thrusters are sufficient to move the ship a few hundred meters or put it into or pull out of a dock or turn slightly. But to move the ship at combat speeds at the distances used on the playing field (tactical map) requires that the ship move at high speeds without the constraints of inertia. By topographically warping space itself you can create a local region of space-time wherein the region ahead of the "warp bubble" is compressed, allowed to resume normalcy within the bubble, and then rapidly expand behind the bubble creating an effect that results in movement of the ship. This movement is broken down into two categories: Slower-Than-Light (STL) speeds and Faster-Than-Light (FTL) speeds.
For STL movement, look at the General Characteristics for your ship. Listed is the Total Coil Power your ship has and this determines the maximum power that can be applied to movement. When you allocate power to movement the ship will move one hex for every two units of power applied. Remember that your ship is not actually moving in normal space, the warp field creates a "bubble" around your ship and that is what moves. For this reason, if you lose power to movement during a turn or you do not apply power to movement for the next turn your ship will simply stop in place instead of continuing on at speed across the map. It takes two power points to move the ship one hex regardless of how big or small the ship is because, again, the ship is not moving, the warp bubble is.
The following concerns the Cloaking Device:
Signature: This describes the ship's signature on scanners and is used to quantify the cloaking device needed to cloak the ship. Length x Width x Height = cubic meter size of the ship.
Cubic Meters Class
< 90,000 I (1)
90,001-900,000 II (2)
900,001-1,800,000 III (3)
1,800,001-2,700,000 IV (4)
2,700,001-3,600,000 V (5)
3,600,001-4,500,000 VI (6)
4,500,001-5,400,000 VII (7)
5,400,001-6,300,000 VIII (8)
6,300,001-7,200,000 IX (9)
7,200,001-8,100,000 X (10)
8,100,001-9,000,000 XI (11)
9,000,001-9,900,000 XII (12)
9,900,001-10,800,000 XIII (13)
10,800,001-11,700,000 XIV (14)
11,700,001-12,600,000 XV (15)
12,600,001-13,500,000 XVI (16)
13,500,001-14,400,001 XVII (17)
14,400,001-15,300,000 XVIII (18)
15,300,001-17,100,000 XIX (19)
17,100,001-20,000,000 XX (20)
20,000,001 < XXI (21)
Boeing 747 Intercontinental
Length 76 meters
Width 68 meters
Height 19 meters
LxWxH= 98,192 cubic meters and this gives it a class II signature.
Cloak: "I am as silent as the stars, as invisible as the wind..."
Cloaking Device: This is the model number. This is the original equipment. Some ships have received upgrades that will not be listed here. As a general "rule of thumb" most ships will be refitted with the best available equipment at it's earliest opportunity.
Power to Signature: This is the number you multiply by the ship's Signature to determine how much power it will take to cloak your ship. Bigger ships are harder to hide and older models of cloaking devices are not as efficient.
On another note:
c. Communicate
In a multi-player game it may become necessary to communicate via notes or private conversation. Notes should be limited to "Post-it" size paper and two-way conversations limited to 10 seconds (1 turn). If a longer message or lengthy order is sent, it can be sent in a "burst" form but this is a one-sided conversation. i.e. sending information about a cloaked ship. If a ship is captured by an enemy, that enemy will be allowed to read/listen in on all conversations/messages via the captured ship. Codes will be changed after this scenario so enjoy it while you can. Note: This is only communications between ships on the tactical map.