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Are there any space combat games aside from BattleTech that have Newtonian motion? By this I mean that you accelerate and that changes your speed and heading, rather than having a speed rating that directly says how far you move each turn.
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>>98829709
Aside from the optional rules in Battletech's space combat, there is at least one other hex-based game with Newtonian vector-based movement by Steve Jackson Games, though I don't remember the name.
Tbh there's a very good reason it's not very common. I tried making a homebrew space combat game with Newtonian movement, but the whole thing turned out incredibly clunky and required you to keep track of the velocity and movement vector of every ship and do vector math whenever you wanted to change heading. That kind if stuff is better suited for a computer game where you can automate the math and bookkeeping. In the end I scrapped the system if favor of giving ships a minimum movement they had to move each turn and letting them only change heading after making that minimum move. That still fit the feel of a spaceship continuing along its movement vector unless force is applied to change its trajectory without requiring to keep track of multiple movement vectors with changing values for every ship.
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>>98829709
Attack Vector: Tactical
Saganami Island Tactical Simulator
Full Thrust has variant Newtonian movement IIRC
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>>98829709
>>98830181
Also not combat, but High Frontier boardgame might be to your liking if you're into this sort of calculations.
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>>98829709
Wouldn't that very quickly fly you off the board? Unless you're playing at massive ranges at which point good luck interacting with other ships
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>>98830212
Hard science spaceship battles fundamentally make no sense m
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>>98830212
Managing your vectors to not fly off the board is part of the challenge. It's easy enough once you get used to it, and gets real fun trying to finesse things so your target crosses through your weapon band but you don't cross theirs.



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