Space Friction: Difference between revisions

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=== Tabletop Games ===
* In the ''[[WarhammerBattlefleet 40,000Gothic]]'' [[Gaidenis Game]]somewhere ''[[Battlefleetin Gothic]]''between: ships specifically need to burn retros in order to go at less than their maximum speed. That is, under normal circumstances, you have to move half to all of full speed. Oh, and if you stop, you have to burn retros ''again'' next turn if you don't want to start moving again.
** ''Less than their maximum speed.'' Yep, it's both averted and played straight (more straight, to be honest)- under normal circumstances, you have to move half to all of full speed. Oh, and if you stop, you have to burn retros ''again'' next turn if you don't want to start moving again...
* Avoided in ''[[Battle Space]]'', the space-combat game that takes place in the ''[[BattleTech]]'' universe. What makes it more confusing is that it's a 3D space game played in 2D, so you have to take notes to each ships position, inertial direction, its pitch, yaw and roll rates, usually playing on a map which is about 300 times too small for any space encounter. A movement phase for a single fighter might take up to around 5 minutes (or more if the player needs to calculate ahead a few turns, which they undoubtedly will have to), which is probably one of the reasons why the game never took off.
** [[BattleTech]]: Aerospace used acceleration and deceleration to pilot your ships. The hex maps had gravitational arrows and strength in the hexes - if you were going slower than the strength number in the hex you ended your turn in (if I remember right), you were pulled 1 hex in the direction indicated. Careful piloting could actually put your ship into a permanent orbit.
** ''Attack Vector: Tactical'' is fully Newtonian, 3-dimensional starship combat. Each ship has a ship diagram records vectors in three axes, and momentum carries from one round to another. Vectors must be canceled to change direction. Ships are tracked in orientation in three dimensions using tilted blocks in increments of 60 degrees. The Physics Equations to explain motion and heat dissipation, and everything else are in the rule book. This game system is also the basis of Saganami Tactical Simulator, the ''[[Honor Harrington]]'' space combat game, and ''Birds of Prey'', an air-to-air modern age fighter combat game.
* ''Jovian Chronicles'' makes you track 2 dimensional vectors and has a "reality distortion level" that goes from Hard to Soft. Basically the game is Gundam in all but name.
* ''Noble Armada'' makes you track two dimension vectors as well. Going so far as making you place a d20 next to the ship stem to signify how fast, and in which direction you are traveling.
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* The Kaufman Retrograde in ''[[Star Fleet Battles]]'' is a related tactic, in which ships go in reverse to keep the advancing enemy in optimum range as long as possible, but as (predictably enough) the ships maneuver like ''[[Star Trek]]'' ships it's done by firing the warp engines in reverse.
* ''[[GURPS]]: Spaceships'' goes perhaps too far in avoiding this. Extensive (and accurate) calculations are available for people who wish to use them. It's made quite clear that with any sort of realistic engine turning it off for most of the trip will almost certainly be necessary. The existence of random debris in the void of space is mentioned but only in that if you spend enough time traveling at a good fraction of lighspeed it will wear away the hull after a few years, there's no way it could slow you down meaningfully.
* ''Laplace, Newton & Lagrange'' from BoneGames [http://bonegames.com/laplace-newton-lagrange] has inertia and thrust (and in more than one direction), but ships have maximum speed.
 
=== Video Games ===