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Thursday, April 17, 2014

FOTS Grand Tactical

Reworking the grand tactical scale for my game Fire On The Suns. This one will use a grid system similar to the one used in the strategic system. I've had a hex-based system in place for years using a hex map image superimposed on an Excel spreadsheet, but it always seemed just a bit "off". Both system use vector-based movement (in 2D), but the hex map isn't really user-friendly in Excel. I've got the grid coordinates laid out, the light hour boundaries established (1, 2, and 3), and the grid coordinate and movement system established including a handy movement utility that appears to function. The hex-based system sometimes got clunky and confusing when plotting vectors and calculating when things would be detected at up to 6 light hour ranges (60 hexes or in the new version grid squares of 6 light minutes each). Also, the hex-based system just seemed to take some of the drama out of writing about the battles in the first FOTS novel. I'm hoping something like, "Enemy drive flares detected. Grid Six, bearing zero nine eight. Range three light hours" will be a little more exciting. Of course, just because the enemy might have appeared in grid 6 and 3 light hours away does not, in any case, mean they're still there. Depending on one's position in the system they could be anywhere up to 6 hours movement (about 72 light minutes for most starships - or 12 grid squares) away from that position in any direction when you detect them. Very, very few starships in FOTS can hide from anybody bothering to watch for them (and the ones that can usually use deception or trickery to do so). Those drive flares are very bright and the ships themselves are not exactly "quiet" (glowing hot in the infrared from their environmental systems at the very least). Given the scale it might _just_ be possible to watch every grid square along the 3 light hour boundary where most ships can warp into a system (there'd be 3600 of them (60x60), but that's an awful lot of watch stations to try to build and manage plus by the time you spot them there's a good chance they're already light seconds to light minutes away from where they were when detection occurred. What this will do, however, is establish a fairly easy and comfortably manageable and, I hope, intuitive system for managing combat between fleets at the grand tactical scale. The FOTS Battle Engine can handle all the tactical stuff when fleets actually come to blows.

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