From: djwj <djwj@e...>
Date: Sun, 9 May 1999 12:09:20 -0600
Subject: Re: DSII and SGII turn length (FT notes)
> St. St. St. Jon wrote:
Well, what we actually said in both SG and DS was that if you needed to work
out roughly how long an overall DS or SG battle had taken in game time
(for reasons of campaign time, movement of reinforcements and off-table
units, etc.), then you should consider each turn to have represented
approximately 5 minutes (SG) or 15 (DS). What this DOESN'T mean is that each
game turn contains 5 (or 15) minutes worth of movement, combat or
whatever - in fact the actions of each turn probably only occupy a small
fraction of this; it is an attempt to reflect the fact that most battles
contain variable periods of relative inactivity ("hurry up and wait") between
short flurries of action. For the purposes of the individual game
turn, the timescale is not really important or relevant - especially as
the whole turn sequence is an artificial abstraction to make the game
function!
*********
I understand this, and I realise that the entire thing is an abstraction. My
point is twofold. One: the topic came up in discussing Full Thrust speed
(namely that "jinking" off sensors would plaster the crew to the wall, and
just how long is 1 " in space anyways.) The fact that the entire turn length
is an abstracion means you cannot say what the speed/ranges are for full
thrust when compared with the DSII turn length no matter how well you may have
memorised astrophysics. Two:If you do determine speeds in FT with the turn
length in DSII then in DSII a vehicle in easy movement should be able to cross
the entire table, and then some (about 3 more tables), in one turn. While
everyone else is "hurrying up and waiting" they are hauling a** along the
highway. And what commander is "Hurrying up and waiting" while forces are
passing him on said freeway?
I understand that the length of the turn varies from turn to turn so that an
event like I described only happens in a 1.2 minute turn (Civ wheeled at easy
move: 97kph (60 mph) at 20meters per turn) but if anyone is going to figure
speeds and ranges for FT it needs to be based off the more accurate "real
world" speeds for DSII not the abstracted turn lengths. Comparing turn lengths
and speeds is a proverbial "apples and oranges" proposition. Besides the
abstracted turn length in FT may be 15 min with their own "Hurry up and wait"
but that still dosen't tell you how much of that time ships are actually
moving, or firing.
However, as to the turn length PTB (Pseudo-Tactical B***s***.
P.Strategic B. would work as well but might be confused with P.Scientific B.)
in DSII: The text says (and SGII is similar) "...most real combat consists of
sudden bursts of frantic firefight seperated by long periods of movement,
scouting and general inactivity...". On table: if your forces aren't scouting,
or moving "in game", then there is no scouting or moving going on. And tell
"general inactivity" to a recon infantry platoon in mid scouting run, ducking
under MBT crossfire. Under fire markes alone have given my SGII forces
reasonable "general inactivity" for their missions, which are typically "fast"
strike and reconnisance objectives. Any more abstracted waiting and they would
take far too long to accomplish their mission goals to be useful to a larger
force.