>>96512109
Are "low" and "high" orbital maps?
The idea of a map being laid out base on sensor ranges and being able to outrun your own sensors is interesting, especially for a space knights setting. It makes for some exciting battles in planetary rings, orbital debris fields and similar.
Crew/player actions should have those kinds of direct impacts, especially in dangerous situations.
>layout
Scribus is your friend, or LaTEX. Scribus is free, OSS, and easy enough to use. Otherwise, InDesign and pay a graphic designer to do it.
>shitbrew space combat
One of the things I'm trying to simulate is combining fantasy like jammers, mages and psionics with warp, high energy (Expanse-ish) and contemporary styles of space flight. All styled in a kind of Extreme Modernism. It makes sense in-world.
I'm still working out the rough edges of space combat but I know it's going to use a quad-view map for orbital combat:
>orbital track (pic rel)
>a wide maneuver hex map, 1-5000 miles for fleets, capital ships
>altitude and velocity tracker
>ship's exclusion zone (50 miles) map because fighters and ship's launches, drones, barriers and boardings are common. Altitude measures with both orbit shifting based on velocity and a major danger in deorbiting.
Orbital battles can take place broadly (mines, missiles, beam weapons) and at ridiculous crossing velocities on the maneuver map, or relatively close, trading fire. This can also be used to account for both ground fire and from higher altitudes like geostationary.
Capital ships on similar orbital tracks can trade fire or close to maneuvering range.
>>96510434
>Combine the first two for peak space combat
Sailing fleets, daring aces and silent killers lurking in the Dark. It really is peak.