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D20 Future (SRD) what's (not so) good and what can be improved (and how)?
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<blockquote data-quote="Zethnar" data-source="post: 1753725" data-attributes="member: 10222"><p>Did you do physics in school? </p><p></p><p>Well there are two major problems with the space combat system that completely blow newtons three laws out of the water with their 'playability'</p><p></p><p>The first one (and one, I have to admit, isn't everyone's cup of tea so its omission can be overlooked) is that a body in motion remains in motion. </p><p></p><p>Now the fact that my spaceship can move three squares go left one square, go up one square then stop dead for three rounds basically takes that and throws it out of the window.</p><p></p><p>In 'reality' that spaceship would have to fire forward thrusters until it had no forward momentum, then turn and move. In game turns after moving three squares it would have to expend three squares of movement to come to a stop.</p><p></p><p>There is, as I said before, a second problem with the starship rules. Now, if you want to move an object you must apply a force to it. The formula for this is:</p><p></p><p>Force = Mass*Acceleration</p><p></p><p>so in order to figure out the acceleration of something you need to divide the whole equation by the mass of the object:</p><p></p><p>F = MA</p><p>-------</p><p> M</p><p></p><p>therefore</p><p></p><p>F/M = A</p><p></p><p>So if the force applied to the object is divided by the mass of the object then as the object gets larger the rate at which it accelerates (with the same amount of force applied) becomes slower. Bare with me, this is going somewhere.</p><p></p><p>Now the starship combat rules say that a supercarrier can move and accelerate exactly as fast as a fighter of the same PL (faster than one of a lower PL). By that I mean it can move the same amount of squares.</p><p></p><p>'But it can have larger engines' I hear you say... well my friend, those engines better be pretty damn powerful if my starcarrier can accelerate at the same speed as a fighter.</p><p></p><p>When you combine the two problems you have starcarriers that can move just as fast and manoeuvre just as well as a fighter, which makes you think, "What's the point of having fighters, why don't I just build a whole heap of ultra manoeuvrable battlecruisers?"</p><p></p><p></p><p>If you want a real world example of what starship combat should be like, look at aerial combat, that will give you a good idea. Sure, there aren't any capital ships, but the fighters zip around really quickly while the large bombers sluggishly pull themselves through the air.</p><p></p><p>If you're happy with the current space combat rules then hooray for you. But don't go around saying "You don't know what it will be really like because you've never seen it." Because the laws of physics can give us a good idea what it would be like... And unfortunatly that's made a few people fairly dissapointed that instead of a real space combat system, they were supplied with a rehashed version of the D&D melee combat rules.</p></blockquote><p></p>
[QUOTE="Zethnar, post: 1753725, member: 10222"] Did you do physics in school? Well there are two major problems with the space combat system that completely blow newtons three laws out of the water with their 'playability' The first one (and one, I have to admit, isn't everyone's cup of tea so its omission can be overlooked) is that a body in motion remains in motion. Now the fact that my spaceship can move three squares go left one square, go up one square then stop dead for three rounds basically takes that and throws it out of the window. In 'reality' that spaceship would have to fire forward thrusters until it had no forward momentum, then turn and move. In game turns after moving three squares it would have to expend three squares of movement to come to a stop. There is, as I said before, a second problem with the starship rules. Now, if you want to move an object you must apply a force to it. The formula for this is: Force = Mass*Acceleration so in order to figure out the acceleration of something you need to divide the whole equation by the mass of the object: F = MA ------- M therefore F/M = A So if the force applied to the object is divided by the mass of the object then as the object gets larger the rate at which it accelerates (with the same amount of force applied) becomes slower. Bare with me, this is going somewhere. Now the starship combat rules say that a supercarrier can move and accelerate exactly as fast as a fighter of the same PL (faster than one of a lower PL). By that I mean it can move the same amount of squares. 'But it can have larger engines' I hear you say... well my friend, those engines better be pretty damn powerful if my starcarrier can accelerate at the same speed as a fighter. When you combine the two problems you have starcarriers that can move just as fast and manoeuvre just as well as a fighter, which makes you think, "What's the point of having fighters, why don't I just build a whole heap of ultra manoeuvrable battlecruisers?" If you want a real world example of what starship combat should be like, look at aerial combat, that will give you a good idea. Sure, there aren't any capital ships, but the fighters zip around really quickly while the large bombers sluggishly pull themselves through the air. If you're happy with the current space combat rules then hooray for you. But don't go around saying "You don't know what it will be really like because you've never seen it." Because the laws of physics can give us a good idea what it would be like... And unfortunatly that's made a few people fairly dissapointed that instead of a real space combat system, they were supplied with a rehashed version of the D&D melee combat rules. [/QUOTE]
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