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Old 07-12-2016, 04:41 PM   #14
Frost
 
Join Date: Dec 2007
Location: Shropshire, uk
Default Re: Handling maintenance and overhauls for GURPS Spaceships

Quote:
Originally Posted by safisher View Post
A similar issue is how fast can ships startup? Warm or cold starts? That's a question that comes up occasionally in my games. Seconds, minutes, hours?
My instinct has always been to assume minutes as an absolute minimum with hours being the norm for larger ships. Even the most basic ships are going to be composed of dozens of relitively complex and often interconnected systems that will take time to start and may depend upon other systems already being active.

Crews that need to leave somewhere fast will need to keep critical systems running and or start systems up fairly regularly (particularly mechanical systems) in order to facilitate a rapid start up.
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