Large counters and maps

Posted in Intercept, Rules, Vector movement on October 9, 2010 by Mr Backman

Why has there been no updates you ask? Well I’ve been busy working mostly but I have also spent some time preparing counters for the game.

Large scale maps and counters

When a ship has been spotted in Intercept one can keep playing on the small maps, drawing with pencils as usual but one could also put all the spotted ships onto a larger map with real counters and do the fight there. As the counters depict the position and vector on the map you still get the same feel for how the ships move as on the smaller map. The larger map is split into 9 separate pages to print out, making a 3 x 3 sheet larger map. Each square on the map as well as the counters are 15 mm wide. The map download contains both black space with white lines (better looking) and white space with black lines (saves on toner and ink).

Each ship or missile volley is represented by three counters, Present, Past and Last. One can get away with using only two counters per ship but then you wouldn’t be able to see how much a ship has accelerated by the counters alone and I believe very strongly that as much information as possible should be shown on the map itself

Ship and missile counters; Present, Past and Last

Present represents where your ship is located but also in what direction it faces. It depicts a solid ship or missile volley. The counters are double-sided so one can show that a ship is rolled by flipping its counters over. The Present counter is moved by gravity based on the Past counters position relative to the planet.

Past represents your ship’s position and facing in the last turn. It depicts an outline of a ship or missile volley. The position of the Past counter vs the planet determines how the Present counter will be moved by gravity.

Last represents your ship’s position and facing two turns ago. It depicts a dashed outline of a ship or missile volley.

Last, Past and Present counters moving north

Movement procedure

Movement in Intercept is done in two stages; drift and thrust. First we drift all ships and missile volleys and this can be done in any order as there are no choices to be made. They blindly follow the laws laid out by Mr Isaac Newton. The next step is done in reverse Initiative order with the worst Initiative moving first before the second worst Initiative, and so on until all ships have moved. Missile volleys are then moved but the order which this is done doesn’t matter as missiles cannot attack missiles.

Drift is performed by moving the Last counter to the Past, moving the Past counter to the Present and then finally repeating the Last to Past move again for the Present. If done right the three counters will lie along a line with Past at its center. The final step of the Drift phase is to adjust for gravity. If the Past counter is inside the central planet’s (if any) gravity field note what arc it lies in visavi the planet. Move the Present one square in the same direction, be careful to keep the facing. Do the same for all ships and all missile volleys and then the Drift phase is over.

Thrust is performed in reverse Initiative with lowest Initiative going first. Each ship may turn up to its turn limit and then thrust in the new direction. Rolling the ship costs 4 turn and is shown by flipping the counter over to its Rolled side. Optionally, a ship can turn after thrust but all turns and thrust will then cost double.

Making your own counters

You can download the countersheet here and print it out. The shipcounters with Rolled printed on them should be on the flip side of each ship counter. Missiles don’t roll so they have no flip side artwork. I printed them out on regular paper and the glued them onto cardboard, one can also buy 15 mm octagonal plastic pieces from here and glue the paper counters on, which makes for nice and sturdy counters. I’ll post pictures the plastic ones when I am ready with them. Each ship comes with four volleys of missiles with roman numerals to separate them. You can download the 9 mapsheets here (both the black and the white versions are included) to print out.

In space, nobody can hear you scream – except yourself, really loud, when you scream inside your helmet, and everyone else on your radio channel.

Hyperspace for Dummies

Posted in Intercept, Traveller on September 21, 2010 by Mr Backman

  

Hyperspace

Hyperspace is so central to Traveller that one wonders why there is so little hard ‘facts’ about it. I will give my take on how hyperspace and hyperjumps work as well as the reasons why I choose to do it this way.

The main reason for having a detailed explanation how jumping works has to do with roleplaying in general. In actual roleplaying situations the GM must come up with consistent answers to ‘What if someone shuts down the jumpdrive when already in hyperspace?’, ‘How can a ship jump at all as it is inside the 100 d limit of our galaxy?’, ‘If drop tanks are ejected prior to jump, doesn’t that mean that jumdrives consume its fuel prior to entering jump?’, ‘Is jumpfuel burned as normal fuel similarly to a fusion plant?’, ‘Why does a jump take exactly one week?’, ‘What purpose serve the jump-dimming when the lighting power-draw is insignificant to what a typical starship use?’, ‘Can you detect a ship exiting hyperspace?’ etc.

Another consideration is the health of the player characters. We want hyperspace to work in such a way as to not needlessly kill off the characters. If any malfunction of a jumpdrive while in hyperspace results in the guaranteed destruction of the ship we’ll spend a lot more time designing new characters than we really want to. This is probably the most important consideration as long as it doesn’t get too silly; we don’t want all misjumps dropping you into space battles, ancient installations or mother-lode asteroids.

I will refrain from the Trekkie way of inventing new particles, fields and sciences as much as possible and instead try to come up with simple real world explanations, but please note that I do not actually know how jumpdrives work nor how to build one (how could I, Grandfather planted the jumpdrives for each major race to find, nobody but him really invented the jumpdrive).

‘Known facts’

  • Traveller books depicts the jumpdrive and hyperspace as something that is not quite understood by scientists, they know how to build a jumpdrive but cannot fully explain how the physics behind them work.
  • Jumpdrives punch a hole into another dimension, spend a week there, and return somewhere else, without actually travelling the distance.
  • Jumpdrives create a jump-bubble prior to jumping and that bubble surrounds the ship during the jump and isolate it from hyperspace while there.
  • Ships require 10% of jumpfuel per jump-number, regardless of tech level. Ships with jumpdrives cannot be made smaller than 100 displacement tonnes.
  • Astrogators presumably do their thing in hyperspace, after jumping, as there would otherwise be no need for astrogator crew on X-boats. As X-boats don’t have maneuver drives one could calculate jump from the outside, set the jumpdrive to jump and pick the ship up at the destination, with no need for crew at all.
  • Jumping requires energy and this energy must be delivered within a certain timeframe for the jump to work at all.
  • If you misjump into a hex (one parsec wide) with a star system you always end up inside the star system (near a planet, gas giant or star). The likelihood of that happening by chance is in reality minimal, so jump exiting somehow tend to occur near masses. Voluntarily jumping to deep space is rare and dangerous, this explains why so few J1 ships have extra jumpfuel and also the importance of  the ‘mains’. The fact that ships can cross the great rift tells us that deep space jumping can be done, but only at great risk and effort.
  • Some sources say that ships retain their vector relative the planet they jumped from but there is no mention of how the typically huge differences in relative velocity among star systems are handled.

Q: Why does jumpfuel take up 10% per jump number regardless of tech level/ship size and why can you not make smaller jump capable ship than 100 dTon?

A: The jumpdrive uses hydrogen to create a jump bubble around the ship prior to jumping. The jump bubble envelops the entire ship and is created from hydrogen plasma. The thickness of the bubble is proportional to the curvature radius at each point on the surface, the larger the radius the thicker the plasma need to be. When the curvature radius become too small the jump bubble becomes too thin to function properly. Average curvature radius for a ship increases with the scale of the ship while the surface area of the ship increases with the square of the scale. The volume of the jump bubble increases with the scale of the ship as scale x scale^2 = scale^3 or put simpler; the volume of the jump bubble is proportional to volume of the ship. Because of the minimum curvature radius the volume that the jump bubble encompass cannot be too small. Higher jump numbers require higher plasma densities which leads to a corresponding increase in jump fuel requirement.

The above reasoning ‘explains’ why jumpfuel is proportional to ship volume and why there are no ships of less than 100 dTons displacement. If you want to put a jumpdrive inside a 50 dTon ship you still need to give it a J-drive and jump fuel for a 100 dTon ship, to keep the curvature radius above the limit. Instead of forbidding jump ships smaller than 100 dTon they become increasingly expensive. A 50 dTon J-1 ship would need 20% jump fuel per parsec and the J-drive would cost twice as much per ton of ship. The latest Intercept design system incorporates this feature, get it here.

Q: Why is hydrogen used for jump fuel? Do ships really burn all that in a week?

A: Traveller state that only hydrogen will do as jump fuel and should preferably be purified in some manner to work reliably. Sources state that the jump drive is not a fusion reactor so there must be some other quality of hydrogen that is used for the jump fuel. One unique property of hydrogen that no other element has is a perfectly charge-symmetrical nucleus. Add a neutron (as in Deuterium) this symmetry is lost, even more so in Tritium. Elements with more than one proton cannot have a charge symmetrical nucleus, adding neutrons will only make matters worse. Let’s assume that this is what sets hydrogen lacking neutrons the only working element for jump bubble creation. Fuel purification then, is the process of removing hydrogen isotopes as well as any traces of the other elements. Naturally occurring hydrogen has about one Deuterium for every 6000 Hydrogen atoms, enough to destabilize the jumpfield somewhat but not enough to make jumping impossible.

Q: What purpose serves the jump dimming performed during the jump entry? The minuscule draw from ship lighting can be of no consequence to the jump?

A: Jump dimming is often explained that way and yes, it is just a tradition today but the original reason served a purpose once. When the jump-plasma forms it’s emissions are read by sensors on the hull to control its shape. It was once thought that light from windows would distort these readings, so much that the light from a camera flash could cause a ship to misjump. This has since proven to be false but traditions die hard, especially among the superstitious spacer culture.

Q: What happens if you turn off, damage or destroy the jumpdrive while in jump?

A: A misjump is guaranteed as the astrogator will get no readings from the jump-drive when exiting hyperspace but aside from that nothing bad will really happen. The jump drive is actually not used except at jump entry and jump exit, the rest of the time in hyperspace it is shut down. Yes, you can do maintenance on the jump-drive while in hyperspace, if you like to gamble.

Please note that ships in hyperspace do not actually travel during the week, the ‘decision’ on where to exit will be decided by the astrogator during exit. The fact that they do not travel means that jump masking will never occur, if a ship jumps 100 diameters from a planet but 57 diameters from a star the ship is considered jumping from 57 diameters when rolling for entry as well as how far away from the destination it exits. Always use the lowest diameters figure. The ship will ‘pick’ a mass point to exit at, at the same number of radii as when entering hyperspace. If a ship exits into deep space it will enter nearby a comet, asteroid, brown dwarf or even a Pellegrino pancake.

Q: What does hyperspace look like?

A: It is entirely black, zero Kelvin black. The glowing hydrogen plasma jump bubble is left behind in normal space so you see nothing but blackness out there. All this black is a good thing because that means you can radiate heat from your radiators normally even when in hyperspace.

Q: How does droptanks work?

A: Drop tanks tell us that the jump fuel is used up before jumping as the tanks supposedly remain outside the ship and need not be taken into account for jump displacement (according to book 5 High Guard). Jumping also requires a fair amount of energy (also according to book 5 High guard). High Guard states that a computer model equal or above the jump number of the ship is required, this is regardless of astrogator skill. It seems that the astrogator must remain aboard during a jump; if not, there would be much cheaper and more humane to use unmanned X-boats. Below I will outline my ideas on how the process of entering hyperspace works:

The jumpdrive is starting to dump hydrogen plasma to create the jump bubble. This will take anywhere from 15 minutes to 1 hour depending on the power applied. The bubble creation is controlled by the computer, higher jump numbers require faster computers to cope. Any drop tanks are still attached to the ship, they will be jettisoned just moments before the jump.

Q: How much power is needed to jump?

A: As the Jumpdrive itself is not a powerplant it needs external power to operate the plasma that creates the jump bubble. Power consumption and jump prep duration in Intercept is as follows:

Regular 14.5 m3 dTon

  • 0.5 EP x Jn / 100 dTon = Enter jump takes 1 hour, which is the longest time and lowest power for a jump to be possible.
  • 1 EP x Jn / 100 dTon = Enter jump takes 30 min or two regular Intercept turns.
  • 2 EP x Jn / 100 dTon = Enter jump takes 15 min, which is the shortest jump time possible. 

Custom 5 m3 dTon

  • 12.5 MW x Jn / 500 m3 = Enter jump takes 1 hour, which is the longest time and lowest power for a jump to be possible.
  • 25 MW x Jn / 500 m3 = Enter jump takes 30 min or two regular Intercept turns.
  • 50 MW x Jn / 500 m3 = Enter jump takes 15 min, which is the shortest jump time possible.

Q: Why is safe jump distance based on planetary diameter?

A: Hyper space jumping is affected by the local gravity gradient or in layman terms; how much the gravity changes at the jump point. Change in gravity is called tidal force and happens to fall off at the cube of distance and as mass increases with the cube of planetary diameter the tidal force is proportional to planetary diameter. A more thorough explanation to this can  be found here.

Q: Why does misjumps so often end up near planets?

A: Obviously to keep the players entertained but alive. The in-game explanation goes like this:

Hyperspace jumps must be performed inside 1000 planetary diameters and preferably outside 100 planetary diameters. Jump exiting always occurs at the same diameter multiple as the entry. Jump at 57 diameters and you’ll end up at 57 diameters of the target. Entering or exiting hyperspace beyond 1000 diameters is impossible. When a ship is about to exit hyperspace the jumpfield ‘selects’ a mass at least as large as the ship at a distance from the entry based on jump number. The astrogator guides the selection to his intended target at those frantic last minutes prior to exit. Roll astrogation when exiting, not entering hyperspace.

Use whatever method your rule set dictates for determining where you exit but if you should exit an empty hex just decide that the ship exits near a Oort comet, rogue planet, escaped asteroid, brown dwarf etc. This explanation also gives the referee the opportunity to have deep space misjumping players discovering hidden Zhodani fuel caches, derelict spaceships crashed on a comet etc etc.

Q: What is jump masking and how does it work?

A: GURPS Traveller added some rules about how planets and stars 100 diameter sphere would block jump travel. This made calculating jump times more complicated without adding anything to gameplay. It also broke the assumption that hyperspace travel doesn’t propel the ship in our universe; how can a planet or star block a ship that is no longer in our universe? The ship enters hyperspace, stays there for a week and precipitate out at a destination that depends on the astrogator controlling’ the jump drive at the end of the week.

Those who like jump masking can of course use it but I see no point as it breaks the established fiction of hyperspace without giving anything back aside from complication.

Q: Does ships retain their vector when exiting jumpspace?

A referee that allows ships to retain their relative vector when jumping must also account for the relative velocities of the two star systems, and as such velocities are typically very large we get all kinds of problems including perfectly good jumps smashing into planets. We need a system where the ships exit jumpspace at rest visavi the jump target (yes, that means they will eventually fall into the planet if their maneuver drives are dead, X-boat pilots lead interesting lives). The Mach conjecture described below bear little resemblance to the real one posited by Ernst Mach.

Inertial mass is created by the gravity of surrounding matter according to the Mach conjecture. Closer mass has a stronger influence over inertial mass as the mass further away takes longer to ‘react’ to changes in momentum by our ship. The velocity of a ship relative the gravity well it jumps inside is canceled when entering hyperspace, the velocity distributed among the surrounding mass from the Mach wave created by the jumping ship. The Mach wave travels at the speed of light so conservation of momentum is never broken inside the light cone. Ships exiting hyperspace always exit at zero velocity relative the jump target (there are no deep space jumps as explained above).

This may sound as if relative velocity has no significance when entering jumpspace but as the positional uncertainty is larger with higher velocity, hyperspace entry become more difficult in a manner similar to being deeper in the gravity well.

Hyperspace game mechanic sketch

  1. Travel to somewhere inside 1000 diameters of the planet (ideally one should travel to 100 diameters exactly, closer than that and the entry will be more difficult).
  2. Spend 15 minutes to 1 hour using up all the jump fuel (from internal tanks or external droptanks), this phase require constant power as explained above.
  3. Roll a task that depends on Computer, how deep in the gravity well, velocity relative to the central planet, quality of fuel (purified or not), jumpdrive damage. This roll does not depend on the astrogator skill.
  4. The ship has entered hyperspace, the hyperdrive is switched off and the ship will remain in hyperspace for one week.
  5. At the end of the week the astrogator must help the jumpdrive ‘select’ a mass to exit at. The difficulty of the astrogator task depends on the result of the jump entry task above.

The ship will always exit at zero relative velocity and at the same number of diameters from a mass-point more massive than the ship itself. It is possible to exit at the entry point, randomly or on purpose. The astrogator decides on the destination at exit, never at entry. Having no astrogator or a broken jumpdrive means the ship will automatically misjump.

Entering hyperspace may very well look like the effect in Star wars, but hyperspace itself is black.

Well, that’s it folks.

Conserve space – dump in jump.

Summer 2010 update

Posted in Intercept on August 3, 2010 by Mr Backman

I’m sorry that there hasn’t been any updates in a long time (I have been busy doing the AI for Starbreeze’s upcoming 360/PS3 game), however, during my vacation I finally managed to get something done.

After some game sessions with my girlfriend I felt that a few things needed tweaking to make the game more tactical and player-skill based.

  • I have changed how hitlocation works. You can find the new version in the rulebook.
  • I have increased damage to Surface and Thrust hitlocations. All ship designs and the design sheets have been updated to reflect that. To update your own designs just copy over the yellow cell values from your old design to a new Ship.xls and rename when saving.
  • Firing arcs have a gap instead of an overlap between them which makes maneuvering more interesting. You can find the new version in the rulebook.
  • The ship datacard now has boxes where target numbers for various beam ranges and missile attacks can be noted to speed play.

I am currently working on counters and a large mapboard to use after someone has been Spotted and the shooting starts. It will be three counters per ship similarly to how Mayday works. I’ll post all this in a future update and I’ll also add rules and design system stuff for energy storage. Get the new Intercept bundle here and the updated ship designs here.

Hasta la vista baby, I’ll be back.

100 diameters limit

Posted in Rules, Science, Science fiction, Traveller on May 30, 2010 by Mr Backman

Traveller has always had the rule that hyperspace jumps should be made beyond 100 diameters of the planet, gasgiant, ship, star or nearby massive object. When some kind of reason for this is mentioned it goes along the lines of  ‘too deep within the gravity well’ or other reference to gravity. Can ships jump inside nebulae (they’d certainly be inside 100 diameters of the nebula)? How can ships jump at all when they are always inside 100 diameters of the milky way galaxy? What about jumping near black holes or neutron stars (shouldn’t the density of objects be accounted for at all)?

We all know the real reason is to force ships to actually travel in space before jumping, without such a limit the ships could just as well jump directly from the ground and not much space travelling would occur. So let us all agree that wa want some kind of rule that forces ships to fly away from planets before jumping, preferrable such a rule should behave as the 100 diameter rule for planets yet still make some scientific sense. The rule should also dismiss the cases of nebulae and galaxies so ships can jump inside these while still abiding to the rule. If the rule is based on gravity instead of some weird new invented force all the better.

Gravity then, is proportional to the mass of the object and inversely proportional to the square of the distance. Gravitational force is not the only measure of gravity, we have gravitational potential and tidal force as well. These two are effects derived out of gravity but they behave differently range wise:

  • Gravitational potential falls off as M/R, where M is the mass of the planet and R is the distance from the planet. It is a measure of the energy needed to reach the distance R.
  • Gravitational acceleration falls off as M/R^2, where M is the mass of the planet and R is the distance from the planet. It is a measure of the gravitational acceleration exerted on an object at the distance R.
  • Gravitational tidal force falls off as  M/R^3, where M is the mass of the planet and R is the distance from the planet. It measures the fall-off rate of gravitational acceleration. It is the force that causes ebb and flood on Earth as well as what causes the moon to always show the same face towards Earth.

The mass of a planet is proportional to its volume (given the same density), that means that it rises with D^3. Twice the diameter and the planet becomes 2^3 = 8 times as massive. The 100 diameter rules states that a planet twice as large must be jumped from twice as far away and as mass scales with D^3 we need something that scales as 1/R^3 and the only gravity effect that fit the bill is tidal force. Using tidal force as a limiter for when a safe jump can be performed makes a lot of sense; it is a measure of fast gravity changes near the ship. If jumdrives need a uniform gravity field to work properly the tidal force tells us how much gravity differs in different parts of the ship. If jumpdrives need to know the exact gravity pull when jumping the tidal force tell us how much error we get from our positional error. 

Safe jump distance (taught to Imperial school children to be 100 x the diameter of the object) is really calculated like this (x^(1/3) means the cubic root of x):

  • Planet safe jump Rj = 1 000 000 km x (Traveller Size / 8 ), multiply by the cube root of Earth density if you want that level of detail (Earth has density 1.0)
  • Planet safe jump Rj = 1 000 000 km x (M) ^(1/3), M is measured in Earth masses (Earth has a mass of 1.0)
  • Star safe jump Rj = 0.5 AU x (M) ^(1/3), M is the stars mass in Solar masses (Sol has a mass of 1.0)

What does all this give us? The referee can tell its players that they must travel out 100 diameters from a planet to “where the tidal force is weak enough to safely engage the jump drive”. If one wants the detail one can calculate the actual safe jump distance from any object. When scientifically versed players asked how one can jump inside the 100 diameters of the milky way the referee can tell them it is because the tidal force from the galactic centre is way too weak to cause any problems, the same goes for jumping inside nebulae.

Note: I have taken the liberty to round off figures in the formulae above, it should really be 1 280 000 km but I find one million kilometers easier to remember.

Relativistic rock? Is that a sub-genre of Space rock? You know, Hawkwind, Ufomammut and the like?