01-17-2015, 05:52 PM | #11 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS divergent technology ideas
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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01-17-2015, 05:59 PM | #12 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS divergent technology ideas
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01-17-2015, 06:47 PM | #13 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS divergent technology ideas
As far as TL(6+2) is concerned, it's distinguished on one hand by turbines, and on the other by internal combustion. It also sees the birth of electronics as opposed to electricity, in the form of vacuum tubes and radio. Genetics is discovered, but its molecular basis remains unknown; you start seeing eugenics as a major social program.
If you want a fantastic technology for that era, I suggest looking at the various legends about Nikola Tesla's work. Radio-based death rays and wireless transmission of electrical power work well as an aspect of the fantastic.
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Bill Stoddard I don't think we're in Oz any more. |
01-19-2015, 03:36 PM | #14 |
Join Date: Aug 2013
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Re: GURPS divergent technology ideas
The nation will be TL6+2, as it divergent to using Vida technology. at TL6+1 they entered the Vida age, they discover that this stange life force produce by the land itself when they charge a battery with pink vida extracted from the land and found that it had longer energy supply than electrical means, they experiment with the other colors and found that the myths that green vida healed people had some truth behind it, after spreading among its towns and cities, vida become used for everyday products that increased the standard of living by a whole new generation and the industry was far faster and versatile than ever.
Red: Momentum Blue: Gravity Green: Life Purple: Death Yellow: Speed Pink: Energy By fields some of the TL6+1 signature technologies included the following; Transportation Early large hovercrafts Biology Vitality boxes, enhance regeneration Weapons Vida power artillery At TL6+2, Vida technology become smaller, compacted and easter to use, it become part of everyone lives, Vida became more portable, meaning that an individual was only require to get the uses of the technology, signature technologies include; Transportation Personal Hovercrafts, Momentum controllers, Airships Biology Gene manipulation, Portable Vitality boxes Weapons Vida power small arms and bombs
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I highly unrecommend choosing the following disadvantages; No Sense of Humor [-10] |
01-20-2015, 11:55 PM | #15 |
Join Date: Feb 2011
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Re: GURPS divergent technology ideas
Sol-7, local date 2006. Unclear solar changes have resulted in drastically increased magnetic activity in the solar system. Earth suffers magnetic storms on par with the Carrington event every day, although most life is otherwise normal.
History is totally divergent: apparently even early human history was somehow influenced by magnetic forces. The nations, cultures, and languages are totally alien to those of Earth, but their technology is essentially the same. TL is 4+3. They have analogs to virtually every non-electronic device, but anything with electricity needs to be a huge industrial device with coils of wire several inches thick. Their computers are hydraulic/mechanical, much, much slower than OTL equivalents, but just as versatile. Long-distance communication use fiber optics. Radio was the largest actual gap. There is very little mobile communication, although almost everyone knows semaphore signaling using either flags or lights- it's a part of basic childhood education. They may skip TL 4+4's communication and computers, going straight to TL 4+5 when they figure out optical computers. |
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divergent technology, tech level |
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