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 Post subject: Seeking Weapons
PostPosted: Sun Sep 20, 2009 9:45 am 
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Joined: Wed Sep 07, 2005 11:28 am
Posts: 1329
Location: El Segundo, CA
Assume that AV:F uses the SqSt movement mechanics, the hex scale is unchanged, and each SqSt turn = one AV:T turn. Seeking weapons are a huge conversion stumbling block: they're not equivalent to SqSt missiles (they're too slow and you can evade them) and they're not equivalent to SqSt torpedoes (not as agile, deploy submunitions that you can evade, etc.). More importantly, using the AV:T targeting AVID, Shot Geometry Table, RoC worksheet, and (for missiles) the MPAT to calculate shots is far too complicated and time consuming and complex to work with the spirit of SqSt. So, here's my idea, which only addresses part of the problem:

To find the find the firing window and impact window, find the range between the future position (Fu Po) markers for the launching the target ships. If it's less than the seeking weapon's MV, the seekers will hit at the end of the next game turn (or whenever in the sequence of play). Note that you don't need to calculate a CV because the future position markers already do that for you!

If the seekers impact next turn, find the bearing from the firing ship's FuPo to the target ship's FuPo. That's the actual firing window; the opposite window is the impact window.

BTW, for a missile, you subtract half its burn duration from its MV for the first turn of flight.

If the seekers didn't reach the target, extend the FuPos out to two turns of movement (the position the ships would end up after two turns if they didn't thrust). Repeat the range-counting, this time using twice the MV (minus half of the burn duration for missiles); if the seekers will hit, find the bearings.

You can break this system down to use mid-turn positions as well for better resolution. In that case, the maximum range for seekers is 2.5 turns.

This iterative approach isn't practical for AV:T because you'd need to repeat the procedure for each segment.

The next problem is finding the RoC to determine the damage that the seekers will do. I think that the simplest approach requires a little math: divide the range at impact by the number of turns to impact to find the RoC per turn and have the damage table show RoCs per turn rather than per segment. Or, you could divide by eight to get the RoC per segment. If you're doing half-turns (midpoints) the division is a little more complicated, but not too bad.

Obviously, this whole approach is rough compared to AV:T, but AV:F is supposed to lose resolution compared to AV:T.

The big, big problem is evasion. I think that the best approach is to keep the shellstar with a very short track. Filling in the directions on the shellstar is easy and placing weapons on it is equally simple; both are quick. The big problem with resolution is that many ships should be able to dodge between "waves" of seekers fired at slightly different times. My rough idea is to give ships "Agility" ratings based on thrust and pivot mode. The more thrust a ship uses for going one way or another, the less Agility it can use (but it shouldn't go completely to zero, unless the ship starts with a low Agility). If you make your rolls, you can dodge between waves, whether they're fired from different ships or just notionally fired on different segments from the same ship.

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