From: merrick (Merrick Burkhardt) Subject: More Rules stuff Date: Sat, 3 Dec 1994 11:27:35 -0700 (MST) More Bogey Detection stuff (and other comments) I'm thinking of cleaning up my LOOOONG post on facing, etc, and posting it to the TML (it'll be shorter)... should I? Here are some new ideas. Passive sensors are just actives that don't transmit, so (in a continuing attempt to make passive sensor use make sense) here are a couple of new rules. 1.X Passive Sensing of Active signals: 1.0 When the target of a passive, sensing ship is active, the sensing ship gets to use the range breaks of the *active* (targets) sensor. TL differences are used as per Jamming tasks (use the same DiffMods), and EMS sensors can be used in this way against each other and lesser sensors, but HRTs, etc, won't work this way in the passive role against EMS. 1.1 Locking is possible out to *twice* the extreme range of the active sensor. The task level is Imp +1, and must be reduced to Imp or below by DiffMods. The justification is that the sensing ship is receiving much more energy/area than the broadcasting ship receives (half the path length, and signal is full strength for range, not reduced by absorbsion/scattering by the target). 1.2 All active sensors may operate at *any* short range below their maximum value (this seemed obvious to us, but I thought I'd add it). ie: an AEMS with SR16, could operate at SR5 in order to conceal its location. 1.3 Passive sensors are built either fixed or folding in FFS, but they are explicitly aperture synthisis arrays. Because of this I assume that as many of the elements of the array as can fit are put on the hull, the folding part is whatever is left over. I note all AEMS passive arrays with 2 short ranges, the first is the maximum fixed array short range (for that length ship), the second is the size of the installed array (folding) if it is bigger. ie: PEMS (folding) 5(8) would mean that without unfolding its array, it could operate with SR5, and unfolded it would be SR8. The cost/size is simply the larger array (as it includes the smaller). Use the surface area of the smaller, and add the difference between the two for the folding part. Related to the 1.X rules are the following: 2.X Surprise: 2.0 Any target that has no idea that it is locked on to (it has no lock, or even bogey on any enemy unit) is assumed to be running to conserve g-turns. As a result the range tables for shooting are not needed (they assume the target is trying to avoid being hit) so don't use them. Ships may fire out to twice their extreme range (you'd have to provide damage values, etc for this). 2xextreme is an Imp +1 task. It must be reduced to Imp by DiffMods to be attempted (MFDs count for this). Comments: The system above, added to a rudimentary Bogey Detection system makes passives work. Going active doesn't just broadcast your rough position, it allows an otherwise impossible lock-on and shooting attempt. Now I wait until I don't care if the other guy locks me (this is after my ship has a bogey, and as soon as we know (or think) that we're at least a bogey to the other guy. This *really* works! BTW, the rationale for the easy shooting is basically that ships in combat use some small (but positive) amount of g-turns every turn during combat to minutely evade. This is enough to make shooting a 1cm^2 beam uncertain, and hence the range table for shooting. Under normal operating conditions this fuel is not wasted. Refs can allow ships to patrol under micro evasion (maybe yellow alert instead of GQ) at a cost in g-turns (maybe 1/10 g-turn per turn). One more thing. I'm aware that even with our playing area (80x60ish hexes) most combats will start within these ranges. What we've done for a couple of battles is to use our rules so that we can consistantly set up a reasonable scenario. The big problem (to me) with just blowing off the lack of good sensor rules, and taking care of it in the scenario setup is that you get setups that don't make sense (like "why the hell did we decide to engage that Tigress with our Zhdts" :) -Merrick