Keeping Track of Space Battle
Posted: Fri Aug 26, 2005 12:24 pm
How do people in here depict / visulize space battels for their PW games?
Do you just arbitarily describe where any particular ship / fighter / superdreadnuaght is durring the melee and hope to god your players (and your self) remebers where they are?
Do you use a hex or square grid "battle matt" to keep track, and if so, how do you arbitrate movement and combat range?
A good system I've come up with (if you have more than just two space craft in combat) is use a hex grid 'map' and use the speed-class tables from either Nijas & Super-Spies or HU2, find which speed class is closest to the ships being used, and the SC number is the total hexs that can be moved per melee. Turning radius being 1/4 of total hexes moved (32 hexes 'speed' = 8 hexes per hex side turn).
For scale, I tend to go with 10km (or if you want..miles..I aint picky) per hex.
Yes, I know that means for most point deffense and/or fighter weapons, the ship will need to be side by side or right on top of their opponent to hit, but that's okay...as combat in Rifts is kinda wonkey anyways
If you have a better system (Re; EASIER not more realistic...realistic means even MORE time wasted per melee in real-time), please feel free to post it here, as I'm kinda curious as to how others may have figured out this little conumdrum
Do you just arbitarily describe where any particular ship / fighter / superdreadnuaght is durring the melee and hope to god your players (and your self) remebers where they are?
Do you use a hex or square grid "battle matt" to keep track, and if so, how do you arbitrate movement and combat range?
A good system I've come up with (if you have more than just two space craft in combat) is use a hex grid 'map' and use the speed-class tables from either Nijas & Super-Spies or HU2, find which speed class is closest to the ships being used, and the SC number is the total hexs that can be moved per melee. Turning radius being 1/4 of total hexes moved (32 hexes 'speed' = 8 hexes per hex side turn).
For scale, I tend to go with 10km (or if you want..miles..I aint picky) per hex.
Yes, I know that means for most point deffense and/or fighter weapons, the ship will need to be side by side or right on top of their opponent to hit, but that's okay...as combat in Rifts is kinda wonkey anyways
If you have a better system (Re; EASIER not more realistic...realistic means even MORE time wasted per melee in real-time), please feel free to post it here, as I'm kinda curious as to how others may have figured out this little conumdrum