Originally Posted by
Dalton Calford
Hey MBM,
How are you dealing with distances?
I have been playing for a (very, very, Methuselah time frames) time.
I still have my copy of Mayday from CT in its original box.
From what I can see, you are dealing with MGT2's theatre of the mind style combat and the issues involving what can be, a tactical miniature war game.
MGT2 is wonderful in that they went back into CT's LBB 2 combat ranges, where you can have an entire vectored combat over a world surface (the template for earth was about 10cm across once you had the gravity ranges in place, while gas giants would consume the entire map.)
Mayday made every hex 30,000km which became the standard from then on, which took 90% of the fun of the game, away.
I use a modified version of Mayday - movement is per mayday, all rolls/combat/damage is per MGT2 while the underlying hexes are 1,000km
Adjacent = Same hex but you need to roll to keep adjacent
Close =Same hex
Short = up to 2 hexes
Medium = 3-10 Hexes
Long = 11-25 Hexes (about 1 hex range in the old style games)
Distant = 26+ Hexes.
So world Templates would lock to hexes and include not only the world image but would have the gravity vector hexes as well.
You have your "Current" location and a marker for your location next turn.
In other words, simple vector combat, on an interesting board, while supporting MGT2 mechanics.
All of the game mechanics where worked out over 30 years ago. If you are interested I can provide graphics and explanations.
So, a translation from the theatre of the mind to a mix of board/rpg game for combat.
You are limited by "producing what mongoose has published" but I have talked with Mathew many times and he is open to new ideas, send him an email and get his thoughts.
Just a thought.