jaymz wrote:2 - maybe a reverse thrust value is needed then?
I think that would add needless duplication. I know what you are saying, but I think it would appear more confusing to have pools for dedicated acceleration and deceleration, this allows one to do more accel or decel as necessary.
jaymz wrote:Why not just add it to the stat block and save people from having to do the math themselves?
It can be done. I'll try to remember to do that when I update next (I'm thinking later this week for the VFs).
jaymz wrote:I understand the need for "realism" but really if you want to use it practically you need a touch of simplicity.
Believe it or not I have added a certain degree of simplicity by not accounting for the fuel carried for the two modes, or drag forces (gravity, air resistance). I do get what you are saying. But different people could want different levels of "realism".
GM#1 may be fine using it for revised top speeds and nothing else
GM#2 may not want to use it at all
GM#3 may want them to simply track their major changes in Delta-V
GM#4 may want them to track any change in D-V (pitch, roll, yaw movement in addition to forward motion).
GM#5 may take the stats and adapt them for a different setup (like Dream Pod 9 you mentioned).
jaymz wrote:4 - From a practical standpoint you want it so it is also simple to use, yes? having to calculate things like adjusted mass etc, in my opinion, adds a level of complexity that will serve only to slow game play down.
Really depends on how it is implemented on the game table for tracking purposes. Players could be doing the math in between their turns, could setup a Spreadsheet to do the work on a laptop/desktop computer, Graphic's Calculator program. Not sure about phone/tablet apps (never use them), etc.
I wouldn't worry about the mass changes, I'd simply track the Delta-V and burn-time (which would be no different than tracking ammo expenditure) and not worry about actual mass expenditure the majority of the time (if I need to figure out what's left it wouldn't be to hard with proportions for the Burn-time and fuel mass). Allow some wiggle room with the Delta-V if they have been expending ordnance (with Empty value the limiting factor to how much can be given).
jaymz wrote:Really, patrolling from the moon in an alpha (which is what we see in TSC) was a huge faux pas by HG and should never have been portrayed as such without a base ship of some kind (a Horizont even) to get them at least part way there.
I don't know if they need a base ship, but they certainly should have had been done with Beta fighters hooked up. That scene causes more trouble with the supposed limitations of the Alpha (range, transatmospheric) than HG might realize. I also purposely avoided basing any information on that scene due to past disagreements on interpretation.
Grypon wrote:Just so I am clear, if you expend, say 45% of your Delta V to accelerate to the moon, and then the same to slow down, with a 10% reserve for simply stuff, then basically 45% of your listed Delta-V is what you use to determine how "fast" a trip to the moon takes then..right?
For these purposes: Basically yes.
re: your example.
The 31 would be in hours. And six days is not bad for a round trip, that is about what Apollo took (not counting orbiting the Moon and Earth).