I'm working on defining a set of parameters for a space combat strategic and tactical game with some friends of mine. We're just getting started, and I would like to integrate the knowledge of this site (which appears to be extensive from both the articles and the [what are you all? forumers? forumites? forum users?]) into the game. So far, the game is set to be a very high firepower type world with some sort of FTL system (not Star Trek warp or Star Wars hyperdrive) and numerous varieties of weapons and shields. The ships vary in size from fighters to carriers that are several miles long, and are going to be designed to realistically fight in space: Newtonian physics will be obeyed regarding movement, no ship will fly in nice WWII dogfighting circles, and no sound. What do I need to keep in mind as we go about this to avoid Star Trek errors of science and engineering.
NOTE: If you're nice, I'll try and put up some pictures of what we're doing for you all to look at (3D models, no less). I have a program which does them, so we'll be illustrating as we go.
Parameters for a Fight
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Parameters for a Fight
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Re: Parameters for a Fight
So basically like Babylon 5, but with more powerful guns?Miranda Keyes wrote:I'm working on defining a set of parameters for a space combat strategic and tactical game with some friends of mine. We're just getting started, and I would like to integrate the knowledge of this site (which appears to be extensive from both the articles and the [what are you all? forumers? forumites? forum users?]) into the game. So far, the game is set to be a very high firepower type world with some sort of FTL system (not Star Trek warp or Star Wars hyperdrive) and numerous varieties of weapons and shields. The ships vary in size from fighters to carriers that are several miles long, and are going to be designed to realistically fight in space: Newtonian physics will be obeyed regarding movement, no ship will fly in nice WWII dogfighting circles, and no sound. What do I need to keep in mind as we go about this to avoid Star Trek errors of science and engineering.
NOTE: If you're nice, I'll try and put up some pictures of what we're doing for you all to look at (3D models, no less). I have a program which does them, so we'll be illustrating as we go.
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Here's an excellent resource:
+http://www.projectrho.com/rocket/index.html
+http://www.projectrho.com/rocket/index.html
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"It would just be Unicron with pew pew instead of nom nom". - Vendetta, explaining his justified disinterest in the idea of the movie Allspark affecting the Death Star
the Newtonian Physics thing has been done, but Im definitely not going to complain if someone does it again. putting km long ships in would be a nice touch. Ill try to be nice, cant speak for anyone else here though
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For FTL limitation: any of the variations on the stargate/teleport-style jumpdrive which simply prevents your ships from up and disappearing in the middle of the firefight. The drive requires energy buildups and/or optimum subspace flux to allow the jump.
The best battleground is in planetary orbit: your ships and fighters would essentially engage en-passant. Exchanges of fire take place with each orbital crossing until one side or the other is whittled down.
The best battleground is in planetary orbit: your ships and fighters would essentially engage en-passant. Exchanges of fire take place with each orbital crossing until one side or the other is whittled down.
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—Abraham Lincoln
People pray so that God won't crush them like bugs.
—Dr. Gregory House
Oil an emergency?! It's about time, Brigadier, that the leaders of this planet of yours realised that to remain dependent upon a mineral slime simply doesn't make sense.
—The Doctor "Terror Of The Zygons" (1975)