Pulsar Nav and Convoy Ops

1 posts ยท Feb 27 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 27 Feb 2002 01:20:38 -0500

Subject: Pulsar Nav and Convoy Ops

Pulsar Nav: Hal, you've missed the fact that your triangle will give you a set
distance from Pulsar 1, a set distance from Pulsar 2, set distance between
them, and that locates you on a locus of points that in three space appears as
a circle aligned perpendicular to the triangle side that goes from Pulsar 1 to
Pulsar 2.

Here's a visualization exercise.

Cut a triangle of paper. Colour one vertex Red. This is You. One Yellow (P1),
One Blue (P2). Holding the triangle steady by the yellow and blue vertices
(not moving those two points), realize that you can then rotate Red vertex
through 360 degrees. Without ever moving P1 and P2, you can still be anywhere
that the red vertex can reach.

You need another pulsar or some other
referent to help you fix the red vertex in 3-
space.

Convoy Ops:

Glenn, coming out of jump would be vulnerable for a convoy. I'd say it might
take (depends on convoy size) a few turns to regroup. BUT, the size of the
dispersion area of the convoy relative to system size is alike to a grain of
sand on a beach to the beach itself. To ambush someone in this state, you'd
either have to have a mole in the convoy planning office to tell you the
transition point (good reason to not have these planned in advance), a lucky
lucky lucky cubed guess, limits (based on plane of the ecliptic of the system,
warpspace physics that
require warpoints, or some best-fuel efficient
course) on where the ships were likely to come out, or so many pirate ships
that you could fill the example sand beach with grains of sand.

Without these constraints, your odds of intercepting a convoy reforming after
jump are slim and none.

And there are going to be escorts.... (in fact, given most merchies move slow,
fast fighters or long range fighters would be great for helping guide them in
or protecting them during
reformation - fast response along the primary
threat axis).

I think pirates of the GZGverse will use a lot of intel gathering and
penetration of organizations involved in arranging shipping so as to get
flightpaths etc.

Of course, if you have warp points, then they are easy to attack, but easy for
System Patrol to defend too.

Tomb.