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Re: [GZG] [FT] PSB

From: Hugh Fisher <laranzu@o...>
Date: Fri, 17 Mar 2006 21:55:16 +1100
Subject: Re: [GZG] [FT] PSB

>When setting up a FT battle, the two forces usually set up  within 
>60-96 mu; they usually don't know what the other side has brought 
>until it shows up on the table; and everyone usually starts at 
>relatively slow speeds ((less than 20, say, and often 6-12mu/turn), 
>and in tight formation if they wish.
>
>Anyone have any suitable PSB to explain this?

I'll have a go ...

FTL jumps are not precise in GZG and other genres, and may
inflict short-term disruptions on electronics and/or crew,
for instance Alderson drives in Mote in Gods Eye or the
Cherryah Union/Alliance setting. So you don't want to jump
in too close to the enemy, as you might get zotted before
you can figure out where your own ships are and deal with
any glitches. Nor do you want to jump in with a high real
space velocity, because they'll scatter themselves much
further apart. In some settings they simply can't use FTL
too close to planets or other big masses anyway, and mostly
the interesting bits of a solar system are inside this
hyper limit or whatever you call it.

Also assume that sensor systems, especially passive, are
good enough to pick up the presence of enemy ships at
great distances (by drive heat if nothing else), or FTL
jumps, and give some idea of ship sizes and velocities.
Warships can jam radar, run the engines hotter/slower, or
whatever else it takes to reduce the enemies information.
But there's no real way to hide a fleet.

So the attacker, which can be both sides if they're after
the same system, takes the time to form up before going
after the enemy. Any defenders likewise have a rough idea
where the enemy is and where they're coming from. If there
are planets or something as an objective, it's going to be
obvious what the approach vectors are, and the distances
(usually) and passive sensors will make feints impractical.

As for the slow speeds, the enemy passive sensors will be
able to estimate your speeds fairly well, so building up
too much velocity too soon just makes it easier for the
enemy to predict where you'll be and either get around
your flanks or put mines or similar nasties in your path.
Plus, gravity compensators or not, running your ships at
high speed is tougher on the machinery and crew, so you
want to move at cruising speed outside actual combat.

	cheers,
	Hugh
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