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Old 07-12-2016, 05:14 PM   #15
weby
 
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Join Date: Oct 2008
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?
That depends on how fidgety the systems are, if you need to do a long and complex tuning of the drive system in a setting is totally different from one where you just turn the key and fly away. Also in some fictional settings from books a ship is never turned off and in others you need a new engine after each jump and so on.

Overall:
Seconds: It is like stepping into a car and driving off
Minutes: It is like flying off in a private plane or casting off in a larger boat.
Hours or days: It is like starting a large industrial plant.

So it depends on the feel you want to have in the process. Personally I have mostly used the minutes at it has seemed to fit most settings best.
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