Star Maps and SPI

3 posts ยท Sep 9 1997 to Sep 12 1997

From: Phillip Atcliffe <Phillip.Atcliffe@u...>

Date: Tue, 9 Sep 1997 09:13:19 -0400

Subject: Star Maps and SPI

Alan Brain and Jon Davis mentioned the StarForce quasi-3D star map,
which gives all the stars within 20 LY from Sol. I believe that the map from
SPI's SF RPG "Universe" does something similar out to 40 or 50 LY. SPI (well,
probably
Redmond Simonsen) had a thing about "accurate" space maps -- as well as
the star maps, there was the Battlefleet Mars map of the Solar System, which
plotted the relative positions of the planets and certain major asteroids, out
as
far as Jupiter, as they moved around the sun -- of course, _that_ map
didn't need to be 3D.

Not that BFM didn't include 3D movement; it's just that it was 3D
_tactical_
movement, which used two "maps", showing the X-Y and X-Z planes. A ship
was represented by two counters (one on each map) and movement was
vector-based, with fuel expenditure (and not much fuel, either). It
worked pretty well, as I recall, but it had the usual problem of 3D movement
systems of
all-around firing arcs.

This is the real difficulty with any space combat game: either you go for 2D
movement, and incorporate firing arcs (like FT, SFB, B5W -- I think --
and a zillion others) or you can use 3D movement, but limiting the fire of
weapons to specific arcs becomes very complex. 3D movement and arcs has been
done in
air games, but generally only for fixed weapons. Turret-mounted guns are
usually kept to the arcs that they would have in level flight on the grounds
that those aircraft which have them (e.g., bombers) don't manoeuvre too
violently anyway. It becomes much more difficult for starships with weapons
with
complex 3D firing arcs. If I have to choose, I'll stick to 2D + arcs,
because that gives more of a feel of having to manoeuvre to bring weapons to
bear.

Oh, and yes, the StarForce map _did_ include a 3D distance table on the
map for those people who didn't have calculators (remember, it came out in
1975)
and/or couldn't do Pythagorean triangles in their heads. There was a
bigger table in the rulebook, too.

Phil, who wishes he could find his copy of BFM (I know where the _map_
is...) --
and Outreach, for that matter.

From: Thomas.Granvold@E... (Tom Granvold)

Date: Fri, 12 Sep 1997 14:09:23 -0400

Subject: Re: Star Maps and SPI

I just found these Universe maps for sale in rec.games.frp.marketplace. If you
interested reply to him, not me, at bearkin@nmhu.campus.mci.net (Bear
Johnson).

Enjoy, Tom Granvold

> THIS IS NOT AN AUCTION! 419

From: Alan and Carmel Brain <aebrain@w...>

Date: Fri, 12 Sep 1997 19:26:35 -0400

Subject: Re: Star Maps and SPI

> Phillip Atcliffe wrote:

> Not that BFM didn't include 3D movement; it's just that it was 3D

Agree. Some people just couldn't master it though. A great pity, I
enjoyed it immensely. You could out-manoeuver people not merely in
space, but in velocity. One secret was to make sure that when going
head-to-head with the enemy, he had a vector away from the target, while
yours was towards. This way his cripples were effectively out of the fight,
whereas yours just had to drift to get where they wanted. The defender had a
much tougher time. First, to move out so that the interception occurred away
from the target, but then having to reverse
course so as not to be out-manouvered as above. Alternately, he could