By John V. Christiansen (Roscoe) on Sunday, September 14, 2008 - 08:30 pm: Edit |
Dense Space
I was considering a rule called Drag Space for a time when I saw (P.51) Drag Space in Module P6. I then lost interest in the project for a good while. Recently I returned to the project while changing the name and refining the ideas somewhat.
Dense Space affects units of different size classes at different rates and in different ways (in the cases of size classes 6 and 7) and it more significantly affects larger units, potentially to the point of debility. At the time of this writing, space does not change density during a scenario, therefore a battle force will be formed with the space density in mind. I did, however, imagine that dense space was only to be found in a volume of space between two or more novae/supernovae, but beyond the effects of (P12.0) allowing scenarios to be written in which the density of space could be changed in mid-scenario. Also, at the time of this writing, I do not have enough information on monsters in general to decide how they would be affected by dense space. Some monsters, such as space dragons and the Juggernauts, should be affected by dense space as per the given rules, but other monsters, the very large very slow ones, maybe should be immune. Maybe the solution is whether or not a UNIT is a roaming unit or not. Ships (with their drones, fighters and PFs) roam, whereas bases and planets (with their drones, fighters and PFs) do not. Some monsters roam and others do not.
Formulae
a) New Movement Cost (NMC) for units which allocate energy for movement
NMC = (density / size class ) * original move cost
b) New Max. Speed (NMS) for units which DO NOT allocate energy for movement
(fighters, drones, some monsters)
NMS = ( size class / density) * max normal speed
I'm trying to find as many of the rules interactions as I can to write something comprehensive and coherent, and make my rules sync with the rulebook. Finding the rules is easy if they are in the master rulebook. Thinking of all the possible interactions has been tougher. C2.4 has been a big help.
Any thoughts? Including 'should I continue?'
By Steve Cole (Stevecole) on Monday, September 15, 2008 - 11:06 am: Edit |
Seen it before as "Drag space" by somebody else and didn't care much for the entire concept at the time. Not any real interest on the part of the publisher. If players support it, the staff will remind me to take another look.
I commend the bravery of proposing something. (many do not, for fear of rejection.) I don't think anybody who had a proposal accepted ever made just that one proposal. Yours is well presented, it's just not something I have to spend a lot of time thinking about.
By Steve Petrick (Petrick) on Monday, September 15, 2008 - 11:20 am: Edit |
John V. Christiansen:
An updated and slightly revised version of Drag Space (P51.0) was included in the Omega Master Rulebook. It was included there for two reasons:
1.) There was space for it as the rules on the Qixavalor Cloud (OP1.0) were more than two pages, leaving a blank page and some space.
2.) One of the Omega scenarios used the rule, and rather than reprinting a short part of it in that scenario it was deemed better to delete the it from the scenario and just include a cross-reference to the rule and present the updated rule in the Omega Master Rulebook.
As SVC has noted, you are free to continue developing the idea of "Dense Space", and if there is support for it there is a chance it could be adopted.
By John V. Christiansen (Roscoe) on Monday, September 15, 2008 - 11:40 pm: Edit |
I'm going to continue for no other reasons than the entertainment value of the effort and that I did not receive any discouragement from you two Steve's.
Who knows? Maybe a solution I find to a problem I face and publish here can give someone else the spark of inspiration he needs to solve his problem and get his proposal accepted.
Thanks for pointing me to (P51.0) in Omega. It listed many rules I had yet to consider.
By Jim Davies (Mudfoot) on Tuesday, September 16, 2008 - 06:00 pm: Edit |
Build a scenario around it, playtest it until it's fun. If it works, let us know.
By John V. Christiansen (Roscoe) on Thursday, October 30, 2008 - 03:19 pm: Edit |
This is what I have so far. I am not saying it's finished. I am trying to write a scenario with the density changing at some point during the scenario.
(Pxx.0) Dense Space
Dense Space is a phenomenon of space which occurs in the near vicinity of two or more Novae/Supernovae, but extends well beyond the effects of (P12.0). The basic effect of dense space is to make it more difficult for units to move, possibly to the point of debility, however it does not affect all units equally, nor does it necessarily affect all units in a particular volume of space. Larger units are affected more severely and possibly are affected when smaller units are not affected at all. Other properties of dense space are that two different volumes of space can be at different densities, and that in rare cases the density of space can change.
Space has a density described by a number (0, 1, 2, etc.). The usual density of space is 0. In most cases a volume of dense space only affects those units with a size class number equal to or less than the current density number of space. Examples: In space with a density of 3, a Lyran FF would not be affected, a Klingon C8 would be affected, and Federation CA would be affected if it rotated. In a given density of space, the greater the difference between the density number of space and the size class of the unit in question, the greater the effects the unit experiences.
Although the density of space can change, and the density of space in two different regions can be different, the difference in the density of space from hex to hex is so small as to be insignificant. The density of space in a given scenario can be considered to be the same in all hexes within 10,000 hexes from the center of the starting map at any given time. The only way for the density of space to change during a scenario is for a star to go nova (Pxx.6).
(Pxx.1) Effects of Dense Space on different size classes
Dense space makes it more difficult for units to move at faster than light speeds and more difficult for some units to begin moving from a stand still position.
(Pxx.11) Degree of Degradation: A unit of measure used when dealing with dense space is the Degree of Degradation (DoD). The DoD a unit experiences is the difference between the current space density and the unit's size class when the density is greater than the size class. Example: A DN in space with a density of 5 would suffer a DoD of 3. (5 – 2 = 3).
(Pxx.12) Recalculating movement costs and maximum speeds.
(Pxx.121) Units with movement costs calculate their New Movement Costs (NMC) using the following formula:
NMC = (density / size class ) * original movement cost.
Example: The DN above in density 5 space would calculate its NMC as follows:
NMC = (5/2) * 1.5, therefore the NMC = 3.75
(Pxx.122) Units with maximum speeds instead of movement costs (fighters, drones, some monsters, etc.) calculate their New Maximum Speed (NMS) using the following formula:
NMS = (size class / density ) * original maximum speed, dropping all fractions.
Example: A plasma torpedo in density 9 space would calculate its NMS as follows:
NMS = (7/9) * 32, therefore the NMS = 24
(Pxx.13) Speed: Note that Effective Speed (C2.412) is used for mines, asteroids, dust, death dragging, web damage, etc. See also (G14.32). The Maneuver Rate (C2.414) is used for wild weasels and detecting cloaked ships. As a result, the amount of energy the ship is using to move is compared to its normal movement cost to determine its maneuver rate under (G13.331), (G13.333), and (J3.131)
(Pxx.2) Other Movement Related Functions:
(Pxx.21) Disengagement: Units cannot disengage by acceleration in space with a density of 1 or greater. Other types of disengagement are not affected.
(Pxx.22) Pseudo Speeds: Pseudo speeds are calculated based on the NMC's and NMS's established in (Pxx.12) above.
(Pxx.23) Rotation of bases: Bases with a size class less than or equal to the density of space do not rotate. A rotating base which is in a volume of space which has its density change to a value equal to or greater than the size class of the base stops rotating immediately. There is no breakdown, damage caused, or any other effect than the rotation stops.
(Pxx.24) Breakaway Energy: Dense Space holds onto units which are at practical speed 0 more tightly than units which are moving, see (C2.411).
(Pxx.241) Any unit beginning acceleration from speed 0 must pay breakaway energy equivalent to one point of warp and/or impulse energy for each degree of degradation the unit experiences in dense space. This energy is paid on the impulse the unit begins movement. Example: A DN in space with a density of 5 accelerating from speed 0 to speed 1 with impulse power must pay 3 units of breakaway energy in addition to the 1 unit of impulse power for movement.
(Pxx.242) Units which do not have movement costs must trade one hex of movement at its current speed for each DoD the unit experiences in dense space.
(Pxx.243) Drones and plasma torpedoes launched from units at speed 0 do not pay breakaway energy. Their launching platforms and tubes negate the gripping effect of dense space.
(Pxx.244) Satellite ships launched from mother ships do not pay breakaway energy if their initial speed upon launch was 1 or greater.
(Pxx.245) If a unit, due to an extreme space density or unit damage, cannot pay the full amount of breakaway energy at one time, it may collect breakaway energy over a series of turns provided it pays for a movement of at least one and pays at least one point of energy into breakaway energy.
(Pxx.25) Tactical Maneuvers: Units performing tactical maneuvers (C5.0) must pay breakaway energy for each tactical maneuver performed at the time each is performed.
(Pxx.251) Units may not perform zero-energy turns (C5.13) if the density of space is greater than or equal to the size class of the unit.
(Pxx.26) Hoverwarp: The cost to perform any hoverwarp function is determined by (Pxx.121) above.
(Pxx.27) Unaffected: Side slips, turn modes, emergency deceleration, mid-turn speed changes above speed 0, docking, and directed turn modes function normally.
(Pxx.28) Other affected movement functions: Erratic maneuvers (C10.0) and high energy turns (C6.0) have their costs affected by (Pxx.121), (Pxx.122), and (Pxx.24) as appropriate. Units performing HET's have their breakdown ratings reduced by 1 for each DoD they experience in dense space. Ships that break down roll normally for tumbling.
(Pxx.3) Other Systems:
(Pxx.31) The following systems have no effect upon and are not affected by dense space: Displacement Devices (G18.0), Temporal elevators (G31.0), Power absorber panels (D10.0), Quantum transporters (OG15.0).
(Pxx.32) Tholian Web: Any units, and only those units, stuck in or anchored to a tholian web are immune to effects of dense space during the time they are stuck in or anchored to the web. Merely being in the same hex, even if powering the web with a web device, is not sufficient.
(Pxx.33) Bolosco drag device effects are cumulative with the effects of dense space.
(Pxx.4) Terrain:
(Pxx.41) Planets: The effects of dense space do not extend into the atmosphere hexes.
(Pxx.42) Other: Dense space is not affected by and does not affect any other form of terrain.
(Pxx.5) Monsters: Some monsters, especially those in solitaire scenarios which move slowly and automatically, may be affected more severely than are the ships which oppose them. Players are encouraged to use their judgment to determine which monsters are immune to the effects of dense space and which are not. As a general thumb rule, if a monster is fast and player controlled, it would be affected by dense space. (Examples: The Death Probe would probably be affected, while Igneous would probably not be affected.)
(Pxx.6) Changes in space density: As the change in space density is a very rare event, the specific rules for the change of space density will be written in the rules of the scenario in which the change occurs.
By Richard Wells (Rwwells) on Friday, October 31, 2008 - 03:23 am: Edit |
I would note one small problem with the mechanics presented. Small units would move much faster. Using the dense space factor of 5, PFs would pay no power to move; frigates would have the move cost drop to 1/12; even cruisers have reduced move costs. This might not be the effect intended. I would suggest dropping size class as a divisor in (Pxx.121). If doubling or tripling the move cost is excessive, pick a constant divisor and make sure the move cost can only increase.
By John V. Christiansen (Roscoe) on Friday, October 31, 2008 - 10:46 am: Edit |
Richard, that is not true. You missed the part where the rule states,
"In most cases a volume of dense space only affects those units with a size class number equal to or less than the current density number of space. Examples: In space with a density of 3, a Lyran FF would not be affected, a Klingon C8 would be affected, and Federation CA would be affected if it rotated."
Note that the Lyran FF was not affected. There is no provision for a unit to be accelerated or have it's movement cost reduced. If a unit can move from hex to hex, then the density must be greater than the size class in order for the unit to be affected, if the unit rotates then the density can be equal to the size class to get an effect, and in all cases if the density is 1 or more, no unit may disengage by acceleration.
Thanks for mentioning what you did. It means that others can also make the same mistake and the part of the rule which clarifies that part of the dense space needs to be brought out in a more clear way.
By Richard Wells (Rwwells) on Friday, October 31, 2008 - 07:07 pm: Edit |
John: Ah, oops, I see what I did.
By John V. Christiansen (Roscoe) on Wednesday, December 17, 2008 - 03:14 pm: Edit |
I just noticed that I failed to include any rules regarding units in orbit. I'll add this into the rule, and make the point which Richard brought to my attention more clear for all to understand.
By John V. Christiansen (Roscoe) on Wednesday, December 17, 2008 - 03:45 pm: Edit |
I'm working on two scenarios using dense space. In one I'm trying to make the premise somewhat historical, and the other the premise is more hysterical.
The historical one I'm trying to make initially like a Taffy 3 situation in which a force of small ships of less total BPV meets a force of larger ships of more BPV. The smaller force should be easily swept aside unless the space gets dense and the maneuverability of the smaller force comes into play. I have three methods to bring the change of space density into play. One is a running tally of die rolls each turn with a set limit upon which space density changes. The second is a die roll each turn, but the roll has to meet a condition to have space density change (if the roll is a 1, it changes). The third is a combination of the two.
The hysterical one brings back the Masters who trap DNs and fighters into the same tournament map (within a star dense area) and then drops his box of Sun Snakes causing many frequent novae.
By John V. Christiansen (Roscoe) on Sunday, March 28, 2010 - 12:35 am: Edit |
I'm still working on putting this rule together, if even only for my own amusement and the personal pride of finishing it. I've had several personal challenges come up which distract me from progress, but I've decided that the formulas for the new movement costs and new max speeds need to be more severe to affect larger units harder so a single point difference in size class has a more profound effect. I've also decided that dense space should negatively affect both strategic long range scanning and communications so there would be reasons to send ships into dense space to patrol. This is basically a justification for the creation of scenarios.
The reason I'm making this post is to reset any clock which may exist so this topic will remain alive longer and not be considered abandoned.
John
By Les LeBlanc (Lessss) on Thursday, March 29, 2018 - 02:45 am: Edit |
I wouldn't go affecting different size classes differently.
Every D6 number of impulses the gravity(warp interference) field of a star changes.
Roll 1-3 gravity increases, 4-6 it decreases.
Roll another D6 for by how many movement points.
It affects all units on the board the same way.
Maybe throw in some directional gravity strings of varying length. If you enter a hex of string the next time you move you move along the string regardless of your facing or if you turn. Maybe throw in a roll every impulse you are on a string to see if the string pulls you along it regardless if you moved or not.
Splatter a bunch of asteroids and dust fields all over the map because the varying gravity would rip apart and planets or moons.
For a scenario maybe make it a Jindarian infested system, or a sublight race existing as warring factions fighting over the resources.
By Glenn Hoepfner (Ikabar) on Thursday, March 29, 2018 - 07:01 pm: Edit |
------ begin snipped quote.
"(Pxx.11) Degree of Degradation: A unit of measure used when dealing with dense space is the Degree of Degradation (DoD). The DoD a unit experiences is the difference between the current space density and the unit's size class when the density is greater than the size class. Example: A DN in space with a density of 5 would suffer a DoD of 3. (5 – 2 = 3)."
---- end snip quote
How about, using the example ship above, use this formula. (5 * (n - (SC/10)) = 4)
Where 5 is the declared density of space (as shown in the example above)
Where n is always 1 as a starting point
Where sc is size class of ship as the variable
Resulting in the Degree of Degradation
Thus, the bigger the ship, the more effected the ship is to this space, and no matter how small a unit is, it'll never get a free ride.
This formula won't work if the density is 1 but I'd assume normal space would be rated a one for this purpose.
By Eddie Crutchfield (Librarian101) on Friday, March 30, 2018 - 11:08 am: Edit |
Seems like there was a scenario at one time that had dense space in it.
By Steve Cole (Stevecole) on Friday, March 30, 2018 - 02:05 pm: Edit |
Didn't we already do "drag space" two decades ago? Ah, I see, he even referenced it.
I don't think we need two of them, do we?
Well, I dunno. This is different, and elegantly done, but seriously, will anyone ever use it if all it does is make things more tedious? Would any DN ever chase an FF into such a place?
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