LaGrange Points, others

7 posts ยท Jul 11 1998 to Jul 12 1998

From: Noah Doyle <nvdoyle@m...>

Date: Sat, 11 Jul 1998 14:15:01 -0500

Subject: RE: LaGrange Points, others

I dunno, it would seem to me that the 'where does FTL work' question is
very much on-topic.  As good as the rules are, it's the strategic
background that we like to thrash around with. But, I can see a technical
discussion of what a LaGrange point is being a bit OT.
        I like the 'official' jump rules - pretty much anywhere, that's
not on top of a big mass. Means that most battles will be fought around
important points, like planets, asteroid bases, etc. Though it does make
convoy escort scenarios a bit less likely, and that's a bad thing. Maybe I'll
shove the jump limit out to 0.01g, and keep detection ranges short.

From: John Leary <john_t_leary@y...>

Date: Sat, 11 Jul 1998 15:21:20 -0700

Subject: Re: LaGrange Points, others

> Noah Doyle wrote:
question is
> very much on-topic. As good as the rules are, it's the strategic

Greetings All, Just to interject a bit of K.I.S.S. into the discussion:

In the current FT campaign, (designed to produce space battles and not much
else.) the system is very easy to use.

Turn 1) A ship loads cargo at a planet. Turn 2) The ship moves to EOS. (Edge
of System) Turn 3) The ship does the FTL jump to the next hex. (this repeats
as necessary to reach the next systems EOS.) Turn X) Arrives at next EOS. Turn
Y) Moves to planet. Turn Z) Unload at destination.

The inclusion of the EOS concept allows the existance of 'pirates'
in the game and gives them a place/zone where they can maneuver and
intercept cargo ships that are inbound to the system. If the cargo ship is
allowed to jump too close to the planet the pirate cannot
operate because the planet can post a few scouts/corvetts to prevent
the capture of any cargo ship as it arrives at the inbound jump location.
Remember that the pirate needs to chase down the cargo ship, force
surrender/disable/capture the ship, unload and transfer cargo,
(and more than likely destroy/remove all sensor logs, and eliminate
all crew/passengers), and remove themselves from the area before any
official types get within sensor range.   (Presuming sensor data can
be recorded and variations in engine/FTL/pirate sensors can be used
to identify the ship at a later date.)

With the above as a fact of life, the 'pirate' will not be running
a warship (no space for cargo), otherwise piracy becomes a 'non-profit'
operation.   The ideal pirate ship becomes a converted full-streamlined
thrust 4 to 6 ship not greater than mass 18, with additional boarding parties
and two mass in weapons.

just a thought,

Got comments?

Bye for now,

From: Noah Doyle <nvdoyle@m...>

Date: Sat, 11 Jul 1998 18:16:18 -0500

Subject: RE: LaGrange Points, others

I like the EOS (Edge Of System) concept - means you have to have really
powerful drives, or accept long travel-to-jump times.  It reminds me of
the
Alderson Drive from Niven/Pournelle fiction - instant long range FTL,
slow insystem travel. I'll have to drag out my Starfire system maps and start
charting some of this stuff.  I agree with the reasoning for Pirates -
same holds true for one of my favorite scenarios, Convoy Escort. The outer
system is HUGE, and gives pirates and other hostiles a place to hide.

Noah

[quoted original message omitted]

From: Noah Doyle <nvdoyle@m...>

Date: Sun, 12 Jul 1998 00:51:56 -0500

Subject: RE: LaGrange Points, others

Do you assume that the travel from planet to edge of system is
rest-to-rest (i.e., must be at relative rest to jump): or that you
accelerate all the way to the EOS, jump, and then decelerate in the
destination system (a la Cherryh's 'Chanur' books)?
        Personally, I like the accel-jump-decel style - less time to get
to the edge of a system with a slow ship. Some quick calculations gave these
numbers:

To travel 20 AU (3 billion km) with a Thrust 2 ship (assuming 1 MU = 1000
km, 1 turn = 15 mins, 1 Thrust = 0.125g or 1.25 m/s/s)
        Rest-to-rest takes 253 days
        Straight accel takes 18 days (& you're going 3486 MU/turn when
you get
there - 0.013 c)
You'd have to account for the decel time & distance in the new system -
makes things interesting. And you don't want to lose your manuver drive

near an entry or exit point - you'll fly on out of (or through) the
system real fast...
Also makes for some interesting tactics - jump in outside the EOS, dump
missiles, jump out ASAP (if possible), let the missiles scream on in to the
target - they'll want pickets out to find this sort of thing.  It's a
really powerful kind of attack, and the 6+ hour wait between jumps makes
it hard to do, unless you come in WAY outsystem. Jump signatures should also
be 'visible' at least across the system (grav pulse, exotic particles,
whatever). Somebody blips in & then out rapidly, probably made a weapons dump,
check that vector for inbound objects. And when pure warships are shooting up
transports, it's not really piracy,
it's commerce raiding - a noble naval pastime ;).

Noah

[quoted original message omitted]

From: Samuel Penn <sam@b...>

Date: Sun, 12 Jul 1998 11:18:59 +0100

Subject: RE: LaGrange Points, others

In message <01BDACF8.AF48E9A0@default>
> Noah Doyle <nvdoyle@midlink.com> wrote:

Do you realise that you have WINMAIL/DAT attacthments added
to the end of most of your emails btw?

> I like the EOS (Edge Of System) concept - means you have to have

I think it was in one of Niven's Known Space novels, where
they're talking about the new mega-fast hyperdrive, and they're
realising that it's practically useless - it takes 12 months to
go nowhere (to edge of solar system where a jump can be made), and 13 months
to go anywhere (other side of the galaxy).

> With the above as a fact of life, the 'pirate' will not be

I'm in the middle of converting my raider fleet into FB stats (represented by
my Silent Death models). They're mostly converted civilian hulls (some not so
streamlined now that they have large
weapon pods fitted externally), with weak/fragile hulls, quite
a bit of armour (well, metal plates wielded to the outside), with
mainly class 1 batteries and needle beams. No one-shot weapons
because getting resupplies will be too difficult. Most are around mass 20,
with the largest being mass 36 (a Night Hawk).

Oh yes, and a Narn G'Quon makes for a very nice mother ship.

Coming to a web page near you RSN...

From: Noah Doyle <nvdoyle@m...>

Date: Sun, 12 Jul 1998 09:29:22 -0500

Subject: RE: LaGrange Points, others

Yeah, I'm starting to catch more of those WINMAIL.DAT excretions this thing
puts out. Sorry. Anyway, I wouldn't consider that hyperdrive useless, but then
again, Known Space was an era of technological magic (teleport pads,
disintegrators, stasis fields, Ringworlds, Rosettes, etc.).
        If you like the G'Quon-class cruisers, check out the
Bin'Tak-class
dreadnought (AOG's nomenclature, not mine) - though I don't know how
you'd base it...

Noah

[quoted original message omitted]

From: John Leary <john_t_leary@y...>

Date: Sun, 12 Jul 1998 15:52:53 -0700

Subject: Re: LaGrange Points, others

> Noah Doyle wrote:
...Snip...JTL

Noah,

The EOS concept we are using does not make or need that type of calculation or
accuracy.

1) EOS to any planet in the system equals one (stratigic) turn. 2) Planet to
planet in the system equals one (stratigic) turn.
3) Stratigic hex/EOS to adjoining hex equals one (stratigic) turn.

FTL sensors located on planets in the system can tell the system owner the
direction of the incoming ship. (This is all based on the well known 'rock in
pond' theory of wave motion.) 1 sensor gives the notice of arrival. 2 sensors
gives a choice of two hexsides for the arriving ship. (Two points determine a
line to one of two hexsides.)
3 sensors gives the specific hex/direction of entry.
( three points determine a circle with the incoming ship in the middle.)

Bye for now,