Vector Combat and You

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  • čas přidán 26. 04. 2024
  • It's easier than you think to implement vector based movement in space games. The rules are easy, but the implementation is where the fun comes in. It's a lot harder to shoot-em-up when you have to think three moves ahead or crash headlong into the planet.
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Komentáře • 18

  • @vicmarriott4849
    @vicmarriott4849 Před měsícem +5

    As Supplement 9 was also printed in 1981, I would hazard a guess it was meant for the 77 edition as were many of the supplements before it. Not really cheating in my eyes.

  • @johnscarr70
    @johnscarr70 Před měsícem +4

    Goodness. I liked the mechanics behind the combat. Also agree it isn't that complex. Maybe more impractical for fleet engagement which I think is what most space gamers, myself included, envisage. Also, you do have an ability to make things look easy!

  • @dartmart9263
    @dartmart9263 Před měsícem +4

    Save the Magic Space Baby, and the Blackraven!!!

  • @reverance_pavane
    @reverance_pavane Před měsícem +2

    The old Yaquinto boardgame Starfighter had a very nice vector system for use on a hex map. Including the idea that main engines have an actual thrust direction, so it includes rotating the ship. Basically one counter is pIaced on the ship at the start of the turn. The ship moves using thrust (so a ship with a 6G thrust could move 1 in the direction it is facing every 2 impulses (it uses a 12 impulse chart).. At the end of the turn you count the number of hexes between the original position and the final position and that becomes the momentum of the ship (in the direction from the original position to the final position. Always felt it worked better than the Mayday (Traveler) approach, although it was a similar in nature. Of course most people are not really used to vector mechanics so in play it does end up to be more of a ballet than it would actually be in reality.

  • @dan97526
    @dan97526 Před měsícem +2

    Wow, Traveller. Blast from the past. Anyway, I was watching some of your back catalog while painting, and you mentioned you'd like to do WWII with THW. I have a huge back pile of 15mm WWII that I'm not going to live long enough to paint. You've brought me many hours of joy, so if you'd let me pay you back I'd like the opportunity. Tell me what you're looking for, and if I have it it's yours.

  • @ElPonchoGoblin
    @ElPonchoGoblin Před měsícem +2

    Luv me vector movement. Simple as.

  • @xavierzambrano1062
    @xavierzambrano1062 Před měsícem

    First time I see the original vector combat applied. Thanks!

  • @yagsipcc287
    @yagsipcc287 Před měsícem

    This is a great breakdown showing in detail the most basics of space combat without getting into the super insane level of detail that could be done. I think this is how most people end up playing as well. Great video best breakdown I have seen of this. I also learn much better from watching than someone speaking how to do something.

  • @mythicmountainsrpg
    @mythicmountainsrpg Před měsícem

    I really enjoyed this video and am so glad I found your channel. Hoping to implement vector based combat on top of the minimalist space combat you mentioned at the beginning for our ongoing Classic Traveller campaign.

  • @btrenninger1
    @btrenninger1 Před měsícem +3

    Yes, not really that much work. And, if instead of massing hits into a single location, might even have been shorter had the earlier hits spread among more of a ship's systems. It's really quite elegant and results, as you point out, ships dead in the water rather than totally destroyed. Really great for an RPG with boarding actions and scavenging hulks for parts.

  • @vijilant
    @vijilant Před měsícem +3

    I really like this system. Think I'll cut it to cm rather than inches ;)
    The damage system is very detailed and random, old school style. I think if i were to borrow an element of this for another game design, it would just be the movement itself.

    • @TheJoyofWargaming
      @TheJoyofWargaming  Před měsícem +3

      And it lends itself to crippling damage rather than sudden silent death. Much better for a role-playing game.

    • @vijilant
      @vijilant Před měsícem +1

      Makes sense. The movement system works for fleet scale, but damage would be finicky. Might be a little trickier using miniatures since you need to remember the origin point to calculate momentum for next turn. Hmm.

    • @s3xedmanthunder192
      @s3xedmanthunder192 Před měsícem

      @@vijilant maybe have a point drawn on the front of the base to line up with the point on the paper?

  • @andyhunt99
    @andyhunt99 Před měsícem

    Book 2, page 13. Hulls vary in their requirements for drives and power plants based on tonnage.
    Any specific drive will be less efficient as the tonnage it must drive increases. The
    drive potential table lists 24 standard drive types, identified by the letters A
    through Z (omitting I and 0 to avoid confusion). Also listed are various tonnage
    levels for hulls; any tonnage which exceeds a listed level should be read at the next
    higher level. Correlating hull size with drive letter indicates drive potential. For
    maneuver drives, this potential is the Gs acceleration available. For jump drives,
    the potential is the jump number (Jn), or jump range in parsecs. For power plants,
    it is power plant rating (Pn). For example, a 200-ton hull equipped with maneuver
    driveA can produce I-G acceleration; an 800-ton hull equipped with jump drive-K
    can produce jump-2.

  • @s3xedmanthunder192
    @s3xedmanthunder192 Před měsícem

    THANK YOOOOOUU

    • @s3xedmanthunder192
      @s3xedmanthunder192 Před měsícem

      and if you needed the extra page space to do epic battle why not change from in to cm/mm? dont convert just use the raw number from one over to the other... 1 in = 1cm/10mm (you get over double the space that way)

    • @s3xedmanthunder192
      @s3xedmanthunder192 Před měsícem

      23:58 there is the special supplement 3 that i looked into that has the equations on page 14.
      To quote the book "Missile propulsion systems are rated by their acceleration potential and their endurance using two numbers separated by a G (for example, 5G5). The first number is the maximum G acceleration possible for the missile. The second number is the number of burns possible for the missile, expressed so that one burn will accelerate the missile at 1G for one turn."