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Old July 10th, 2001, 06:57 AM
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Quikngruvn Quikngruvn is offline
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Default Re: newtonian motion

A possible solution to the 'map-edge' problem: floating map! If a ship goes off the edge of the map, the map moves (that is, ships keep their relative position but not necessarily absolute position), or it just gets bigger (this is apce after all? Is there a space limit on space?).

So long as there is a turn limit on tactical combat, there is no need for an 'infinite' map. Figure two ships start combat on opposite sides of the current tactical map. Each ship is fast as possible (six quantum engine + solar sail + propulsion experts). Now assume that from the start of combat, they run away from each other at full velocity. THAT is as wide as the map must be: (30 x speed) + starting distance apart. Same for map height.

('Course, for maps that get that big, you'll need scrolling and zoom features in tactical combat. But I digress. Again.)

(What I'd really like to see is 3-D tactical combat, but I'm not just about to hold my breath!)

Puke, when you say 'free space', so you mean space in the system map or space in general? Turning costs wouldn't figure in system movement, since it's not nearly as time- and reflex-critical as tactical combat.

But, even in space, everything has momentum, based on its mass and velocity. A ship wanting to turn 180 degrees would have to (a) engage manuevering thrusters to turn the ship; (b) engage additional maneuvering thrusters to keep the ship from veering to the side while turning; and (c) engage main thrusters when finally turned around to overcome the original forward velocity. Thus, an escort with relatively little mass expends much less energy to turn around (much less mass to rotate) and can do it more quickly than a dreadnought going the same speed (and the escort's not five parsecs away when it's finally going forward in its new direction).

And I thought the universe was shaped like a banana....

Quikngruvn

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"That which does not kill you will make you stronger." -- Nietzsche
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