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Old 03-21-2016, 11:30 PM   #191
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Join Date: Jul 2014
Location: New Zealand.
Default Re: [Game] Generate a Space Trader Setting

Two other ideas to consider regarding jumps and fuel.
The first is the ship systems "refinery" and a hanger storing a Skimming drone would be able to store fuel. Say 2 units in the former and 1 in the later. The drive itself could conceivably hold another unit as well. With double jump systems holding 2.

Regarding jump charge time, how about setting things so jump drives require a total amount of power per jump rather than a set amount of power generation per jump.

For example a super long range jump drive(or jump) requires 16 power point hours to jump and a ships reactor produces 2 power points so it takes 8 hours to charge.

Pirate ships may have short range drives and multiple reactors to jump very quickly.
Cargo haulers may have just one small reactor to maximize space

Probably skip the fuel vs distance. Imo anyway.
The long range jumps historically where for the lost colony situations. Wallowing colony carriers could do the job too.
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