Meanwhile I've been tinkering with my own system a bit and I figured a decent way to simulate orbits and distances.
The orbital elevation is divided into several specific layers, let's say layers 1, 2, 3, 4, and 5 for Earth. Each orbit has a perigee and an apogee and, consequently two phases, each phase takes the number of turns equal to its elevation. Orbital phases switch immediately whenever you make a burn to change Perigee Elevation (P-El) or Apogee Elevation (A-El).
Let's say you start the combat in a circular orbit at P-El 1 and A-El 1. It is currently your Perigee Phase and you use a Prograde Burn action and some fuel to move your A-El to 5. Now for 5 turns your elevation will be 5, then for 1 turn it will be 1, then it will be 5 for five turns again and so on. You get a Molniya orbit.
At this point, whenever you are in the Apogee Phase of your orbit, you can use another Prograde Burn action and spend more fuel to move your P-El higher. Let's say to P-El 3. And immediately after that burn, you switch to your Perigee Phase. Now you will spend 3 turns in perigee phase at P-El 3 and then have 5 more turns in your Apogee Phase at A-El 5.
The higher the elevation is, the less fuel you spend on maneuvers, and it gets easier to detect and fire at targets. Orbital movement also affects distances.
Different phases = +1 distance.
Current elevation difference ±1 = +1 distance.
Current elevation difference ±2 or more = +2 distance.
Each weapon has different delays at different distances. That is the number of turns it takes for the projectile to reach the target. Even light has a speed limit, so distances matter.
I'll have to playtest it at some point.
Last edited October 21, 2025 4:42 am