View Single Post
Old 07-12-2016, 09:27 PM   #17
safisher
Gunnery Sergeant,
 Imperial Marines
Coauthor,
 GURPS High-Tech
 
safisher's Avatar
 
Join Date: Oct 2004
Default Re: Handling maintenance and overhauls for GURPS Spaceships

Quote:
Originally Posted by Phantasm View Post
Way I figure it: SM 0 through SM +3 craft are in the seconds to half a minute under normal circumstances; SM +4 through SM +8 is in the several minutes level, as you're typically following a standard checklist of system by system, like most modern aircraft; and at SM +9 and up you're looking at 15 minutes to an hour to go from a cold start. I should note that at SM +9 and up you're probably almost never fully powered down unless you're dry-docked; even modern naval ships keep their power plants running while docked in order to speed up deployment.
I like this approach, from a dramatic standpoint. I was really wondering, though, if anyone had seen rules in GURPS books for this.
__________________
Buy my stuff on E23.
My GURPS blog, Dark Journeys, is here.
Fav Blogs: Doug Cole here , C.R. Rice's here, & Hans Christian Vortisch here.
safisher is offline   Reply With Quote