Pulsar Nav and Convoy Ops
From: "Thomas Barclay" <kaladorn@m...>
Date: Wed, 27 Feb 2002 01:20:38 -0500
Subject: Pulsar Nav and Convoy Ops
Pulsar Nav:
Hal, you've missed the fact that your triangle
will give you a set distance from Pulsar 1, a set
distance from Pulsar 2, set distance between
them, and that locates you on a locus of points
that in three space appears as a circle aligned
perpendicular to the triangle side that goes
from Pulsar 1 to Pulsar 2.
Here's a visualization exercise.
Cut a triangle of paper. Colour one vertex Red.
This is You. One Yellow (P1), One Blue (P2).
Holding the triangle steady by the yellow and
blue vertices (not moving those two points),
realize that you can then rotate Red vertex
through 360 degrees. Without ever moving P1
and P2, you can still be anywhere that the red
vertex can reach.
You need another pulsar or some other
referent to help you fix the red vertex in 3-
space.
Convoy Ops:
Glenn, coming out of jump would be vulnerable
for a convoy. I'd say it might take (depends on
convoy size) a few turns to regroup. BUT, the
size of the dispersion area of the convoy
relative to system size is alike to a grain of
sand on a beach to the beach itself. To ambush
someone in this state, you'd either have to have
a mole in the convoy planning office to tell you
the transition point (good reason to not have
these planned in advance), a lucky lucky lucky
cubed guess, limits (based on plane of the
ecliptic of the system, warpspace physics that
require warpoints, or some best-fuel efficient
course) on where the ships were likely to come
out, or so many pirate ships that you could fill
the example sand beach with grains of sand.
Without these constraints, your odds of
intercepting a convoy reforming after jump are
slim and none.
And there are going to be escorts.... (in fact,
given most merchies move slow, fast fighters or
long range fighters would be great for helping
guide them in or protecting them during
reformation - fast response along the primary
threat axis).
I think pirates of the GZGverse will use a lot of
intel gathering and penetration of organizations
involved in arranging shipping so as to get
flightpaths etc.
Of course, if you have warp points, then they
are easy to attack, but easy for System Patrol
to defend too.
Tomb.
---------------------------------------------
Thomas Barclay
Co-Creator of http://www.stargrunt.ca
Stargrunt II and Dirtside II game site
Corruptisima republica plurimae leges.
[The more corrupt a republic, the more laws.]
-- Tacitus