So.... as I'v seen TO point out... the math doesn't work.<div><br /></div><div>1ADF = 1,700 g force</div><div>2ADF = 3,401 g force</div><div>3ADF = 5,102 g force</div><div>4ADF = 6,802 g force</div><div>5ADF = 8,503 g force </div><div><br /></div><div>(rounded to the nearest g)</div><div><br /></div><div>So we all handwave the reality breaking nature of movement on the hex map right? Cause even one ADF acceleration would kill anybody on the ship.</div><div><br /></div><div>Without making the jump into artifical gravity tech is there any way to justify surviving these g forces?</div><div><br /></div><div>In star trek they have "inertia dampeners" but they also have "magic" compared to the tech levels in SF. </div><div><br /></div><div>I'm wondering if the only way to not handwave this discrepency would be to make the hexes only 5.88km big instead of 10000km? That would make 1ADF = to 1g a little more closely.</div><div><br /></div><div>How game breaking would using small hexes be? I'm thinking you could leave the weapon ranges alone, and maybe even radar range as I have always thought them to be very extreem at radar having the ability to see objects at 300,000 km. Granted this is high tech (by our standards) lidar probably but modern lidar is only good for like 10 km or so.</div><div><br /></div><div>Shortening the radar range would increase the russian roulette aspect of travelling at 1% light speed however. In Trek, they use the deflector dish as a way of dealing with coliding with space debris. Could space ships be using some sort of "slow knife" inertia fields? Would something like that effect missles (or maybe they do but the damage from the missle is the boom at the end not the impact). That might be a reason why at this smaller scale you don't see projectile weapons. In the big scale (10,000 km) projectile weapons don't make sense. Really... neather do missles unless they are pulling more then like 10,000g.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div>
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