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Worlds of Design: The Problem with Space Navies, Part 1
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<blockquote data-quote="MGibster" data-source="post: 9730253" data-attributes="member: 4534"><p>I think any science fiction setting with a space navy resembling what we're used to with surface navies is going to require a shot of some good old fashioned suspension of disbelief. Make it a double if we've got faster-than-light travel and alien navies. Shows like Babylon 5 tried to strike a balance. Of the younger species, I think the Minbari and Centauri were the only two who had artificial gravity on their ships while Earth and Narn had to rely on rotating sections or go without. </p><p></p><p>As far as space combat goes in RPGs, it's hard for me to say I favor realistic or the more fantastic because vehicle combat sucks in every single RPG I've ever played. I have yet to find an RPG with vehicle combat that was satisfactory. </p><p></p><p></p><p></p><p>There was a table top game in the vein of Star Fleet Battles called Babylon 5 Wars that came out in the late 1990s. It's one of the few space based games I can think of from the era where momentum was something you had to account for each turn. Your ship would move in the same direction at the same speed forever unless you or someone else did something to change that. Sometimes you'd lose a fight when enough thrusters were damaged and you couldn't stop your ship from careening out of the combat zone.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9730253, member: 4534"] I think any science fiction setting with a space navy resembling what we're used to with surface navies is going to require a shot of some good old fashioned suspension of disbelief. Make it a double if we've got faster-than-light travel and alien navies. Shows like Babylon 5 tried to strike a balance. Of the younger species, I think the Minbari and Centauri were the only two who had artificial gravity on their ships while Earth and Narn had to rely on rotating sections or go without. As far as space combat goes in RPGs, it's hard for me to say I favor realistic or the more fantastic because vehicle combat sucks in every single RPG I've ever played. I have yet to find an RPG with vehicle combat that was satisfactory. There was a table top game in the vein of Star Fleet Battles called Babylon 5 Wars that came out in the late 1990s. It's one of the few space based games I can think of from the era where momentum was something you had to account for each turn. Your ship would move in the same direction at the same speed forever unless you or someone else did something to change that. Sometimes you'd lose a fight when enough thrusters were damaged and you couldn't stop your ship from careening out of the combat zone. [/QUOTE]
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