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Re: Simple System Thrust (Campaign)

From: Laserlight <laserlight@c...>
Date: Tue, 14 Sep 1999 19:40:00 -0400
Subject: Re: Simple System Thrust (Campaign)

(much snippage)

>>May need to refine this a little as ships will be jumping
>>in-system in smaller increments, and the defender may have
>>time to see one jump (and know there's someone coming)
while
>>the aggressor is making another jump.  I'd also like to
>>establish a "preferred lane" coming from one system to
>>another, so if you're arriving at Alarish from Huy
Braseal,
>>you arrive with a vector of, say, 2 in Direction 4 (of
>>six)--therefore to cut down on your thrust required and
>>transit time, you usually arrive on Hex Face 1 of the
System
>>Hex, so your exit vector is taking you in the desired
>>direction for free.  This will I think help ease the
>>defender's problems a little.
>
>Keep in mind that this is for "in system" use, so there
shouldn't be any
>jumps while on the board. I didn't work out any
stellar-scale stuff. That's
>after I hash this out :-)

I think I was referring to the attacker _arriving_
in-system.  He should have only a limited choice of
directions to arrive from without tipping off the defender
he's coming, because the defender will see the Jump Event A
while the attacker is making Jump B and C to get around the
system.  (This isn't necessarily valid, though, as you could
just do your circling at long range eg 1 light year out).  I
want to limit the number of directions an attacker can
approach from.

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