Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-29-2017, 11:37 AM   #1
YankeeGamer
 
Join Date: Dec 2017
Default Accumulators: A concept for GURPS Spaceships

Accumulators: A rough idea

In some science fiction, ships use batteries/accumulators. The Lensmen needed to be sure that the mighty Dauntless’s accumulators were full before reporting “Hot and Tight.” Star Fleet Battles—the batteries are vital. Honor Harrington’s “Superconducting loops” are very efficient batteries.
Real world submarines depend on batteries when submerged, unless they are nuclear boats. Modern spaceflight uses them, too.

Spaceship Accumulators could be useful. Instead of generating power points, they hold a certain number of “Power point hours.” Having stored power is useful for several things, depending on the universe. Anything that needs a LOT of power for a short time can benefit from accumulators. If entering hyperspace takes 5 power points for a moment, a 1 power point hour accumulator can give that blast of power, then be recharged at leisure—much more practical than including a massive 5 power point plant, if the ship never needs more than 1 or two power points at other times.

Other ships might run on engines, but fight using accumulators.

If you need to overload an engine to get more speed, but don’t want to overload the power plant—accumulators to the rescue.

Nuclear plants generate neutrino radiation; which, in some settings, can be detected. Run silently on the accumulators.

Accumulators are always ready, so if the power plant is offline for maintenance, the ship can still fire its weapons/

I would propose that accumulators cost an amount comparable to a similar power plant of the tech level and type, and have power point hours equal to the power points the plant puts out. They are, of course, volatile systems.

Ships that only have low power systems (Zero power points) can charge accumulators, but it takes a formidably long time—probably DAYS per power point-hour. The small power plants can dedicate spare watts to the accumulators.

This is just a very rough idea I had; I have not done any number crunching to see how it balances out—might need to be tweaked seriously in terms of cost, power point-hours, or anything else. Have fun; if anyone thinks it needs changes, please speak up.

(Now a ship with an oversized spinal mount, taking 9 spaces, might be able to fire it.!)
YankeeGamer is offline   Reply With Quote
 

Tags
spaceships


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:28 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.