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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Fri Jul 18, 2008 7:07 pm Post subject: Planetary Gravity Well |
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I don’t think this is covered in the standard rules (I could be wrong), so I hope that other Pit users will offer opinions and help me to generate a House Rule.
How many space units does the gravity well of a "standard" size planet
extend, from the edge of the atmosphere, in terms of the ability to block hyperspace travel? My reason for asking is that there needs to be some reasonably objective number to assign that players can count on when making plans. Planning raids, figuring out how to escape authorities, etc. makes this knowledge pretty important, and a lack of consistency can make a GM look very opportunistic/arbitrary.
Any thoughts? _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Jul 18, 2008 7:25 pm Post subject: |
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One rulebook (can't remember which one- probably 2nd Ed.) lists benchmarks for space travel: 50 space units is the benchmark listed for gravity well around a planet, if I'm not mistaken. _________________ Blasted rules. Why can't they just be perfect? |
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Fri Jul 18, 2008 7:31 pm Post subject: |
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I think I remember something like that as well. I generally sit it somewhere between 50 and 200, depending on the size of the planet. If it's a gas giant with a gas mining operation, you're looking at 100 to 200. If you're looking at a terrestrial planet, depending on the size, it could be anywhere from 50 to 100. Earth sized planets might be 75 or so. Mars sized would be 60, Venus sized around 50.
Smaller planetoids such as Mercury or Pluto sized might only be 30 or so, depending on size. I don't think you want to get too much smaller than that, unless you're talking about just a honkin' big asteroid, and that might be 10 or so space units for a gravity well, if even that.
I think if you're just looking for a generalism, though, 50 works great. If you want more specific, vary it based on planet size/density/type. |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Fri Jul 18, 2008 9:06 pm Post subject: |
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Excellent - thanks very much! That's a great help. It makes perfect sense for bodies of different mass to have different gravity wells, so that will be taken into account. A chart can be quickly drafted using the guidelines you've provided. It's nice to fill in yet another important detail of the overall space combat picture.
In our Privateer campaign we fight (or flee) in space frequently. To support that I'm in the process of finishing up a system for space combat that ties together my favorite aspects of Star Warriors, the Rules Companion, and the 2nd Ed Rev&Exp - and encompasses the capital and starfighter scales. I'm basing the details of movement on SW and speeds on 2nd Ed, but developing a table-top measurement system to replicate it in place of a hex map, much like is used in other table top wargames. This GW distance item is relevant to my effort - a 50 inch (unit) interception space gives enough table room for several rounds of good action before the PCs can slip the surly bonds of earth and flee a star system. _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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TrueGrit Sub-Lieutenant
Joined: 02 Jun 2008 Posts: 54 Location: Leamington, Ont, CAN
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Posted: Tue Jul 22, 2008 10:09 am Post subject: |
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Grimace wrote: | Earth sized planets might be 75 or so. Mars sized would be 60, Venus sized around 50. I think if you're just looking for a generalism, though, 50 works great. If you want more specific, vary it based on planet size/density/type. |
hehe, just to be an antagonist I'd like to point out that Venus is nearly the same size as Earth with roughly 90% of our gravity. Mars is much smaller than both planets and has only about 1/3 of earth gravity.</nitpick> |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Tue Jul 22, 2008 2:06 pm Post subject: |
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I could go all geeky and say the formula to distinguish the attraction between two bodies is:
G * Mass1 * Mass2 / (D^2)
D is the distance between the two objects (from their respective centers
G is approximately 6.67 × 10^-11
Mass 1 and 2 are the respective masses
SO then the question becomes, at what point in gravimetric attraction does it pull you from hyperspace to realspace?
</geek> _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Tue Jul 22, 2008 8:52 pm Post subject: |
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Errr... that sounds like a lot of work... I have a hard enough time getting the story line done for my adventures between gaming sessions, without the burden of higer math! I like my house rules the way I like my women - fast and dirty. I figure a bench mark for plain old regular planets and the occasional gas giant are enough for me to mess with. I appreciate all the good thinking, though! _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Jul 23, 2008 7:05 am Post subject: |
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Yea i dont expect anyone to actually do the calculations in a gaming session. But there is a potential to do a few calculations before hand to get an idea of size and attraction _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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ifurin Lieutenant Commander
Joined: 20 May 2007 Posts: 208
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Posted: Wed Jul 23, 2008 8:36 am Post subject: |
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why not? it's not that hard of a formula and most of the gamers i know keep calculators on them. and realy what gm wouldn't love to make the game more realistic? |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Wed Jul 23, 2008 8:52 am Post subject: |
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Your players keep calculators on them?? Wow... I suppose I must be operating in a different gaming "culture" if you will. Mine don't even bring pencils. Just a lust for cash and violence. Oh - and the need to escape reality for a bit.
I guess laziness is a key part of the approach I use - I just don't use anything other than planets with fairly standard mass/gravity in my adventures. _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Jul 23, 2008 5:04 pm Post subject: |
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yea, very different group. i have one that would do that, and one that wouldn't. the hard part would be putting in the mass of the planet ad hoc. i suppose you could calculate a few reasonable masses before hand _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Wed Jul 23, 2008 9:53 pm Post subject: |
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I can see I'm dealing with real planners here - excellent! I'm going to have to continue to take advantage... _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 24, 2008 1:02 pm Post subject: |
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For me the SU of a planet's well lasts 5 rounds for a speed 8 or better ship, 6 for one at 6-8 speed, 7 for one at 4/5 and 10 for one at 3 or less. _________________ Confucious sayeth, don't wash cat while drunk! |
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TrueGrit Sub-Lieutenant
Joined: 02 Jun 2008 Posts: 54 Location: Leamington, Ont, CAN
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Posted: Tue Jul 29, 2008 8:39 am Post subject: |
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garhkal wrote: | For me the SU of a planet's well lasts 5 rounds for a speed 8 or better ship, 6 for one at 6-8 speed, 7 for one at 4/5 and 10 for one at 3 or less. |
This is good stuff. Where ever possible I like to keep the concrete, scientific details fuzzy and use basic mechanics instead.
Player: Exactly how far is it before we can make the jump to light speed?
GM: Maximum speed for # of rounds.
Player: But how far is that?
GM: Immaterial. Such and such a speed for a certain number of rounds is all we need to keep the game rolling! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jul 29, 2008 12:18 pm Post subject: |
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Yup. And one thing i do is if they are doing a full dodge/piloting for that round they are neither gaining nor loosing space towards their destination... So that makes them think about whether to risk it or go for it but have a good chance of being hit. _________________ Confucious sayeth, don't wash cat while drunk! |
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