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Old 09-27-2022, 03:14 PM   #41
dataweaver
 
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Join Date: Aug 2004
Default Re: My GURPS Star Trek(ish) Campaign

It's not so much a design option as it is a lack of sufficient power generation to run everything at full power all at once. That said, you might consider some sort of “redlining” or “overcharging” option that works with vehicles the way Extra Effort works with people.
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Old 09-27-2022, 03:17 PM   #42
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Default Re: My GURPS Star Trek(ish) Campaign

Quote:
Originally Posted by Agemegos View Post
But think about maybe needing a transporter beacon like the transporter bracelets in Blake's Seven.
It's established that communicators and commbadges act as transporter beacons.

The easiest and fairest way to limit transporters is to require (theoretical) line of sight, unobstructed by serious gravity wells. The second fix is limiting range. Both ideas fit well with GURPS RAW matter transmitters.

The fact that transporters require massive amounts of power and equipment, as well as room-sized facilities, limits their usefulness as thief/spy tools against a competent opponent. The countermeasures are exactly the same as for dealing with magical Gates or teleportals - sensors, guards, and the equivalent of ECM to block access to certain areas.
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