07-08-2017, 12:32 AM | #41 | ||
Join Date: Jul 2008
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Re: [Spaceships 2] Maintenance on Cheap Ships
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In particular reference to the drive classification side-issue, the distance-independent jump time is directly contradictory to paragraph 3 (out of 4) in Spaceships' definition of a hyper drive. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-08-2017, 01:23 AM | #42 | |||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
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As for real-space detection - in space while nobody can hear you scream, but everybody can see you coming. The problem with real space is that despite all the... space... there's no place to hide. The best you can do is mask your approach behind a heavenly body, but that only works up until you have to move past that heavenly body into line-of-sight of any sensor platform. And there will be lots of sensor platforms, if only to keep an eye on all the space junk out there that might be dangerous.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-08-2017 at 01:29 AM. |
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07-08-2017, 02:31 AM | #43 | |||
Join Date: Jul 2008
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Re: [Spaceships 2] Maintenance on Cheap Ships
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I don't agree much with your particular points about it, though. Quote:
But the idea that that's more fundamental than whether travel is instant, or whether it has strong path or endpoint restrictions is kind of arbitrary. Quote:
Detection of ships in hyperspace, if it's at all useful, is necessarily faster than FTL vessels and thus faster than light - which is not necessarily true for any means of detecting warp or sublight craft. Also, it's really easy to have a hyperspace signature be much more obvious than a ship in real space is - especially if, as I suggested, there's no expectation that you need to watch for ships entering your system without such a signature. Of course, it's certainly also possible for hyperspace arrivals to offer no advance warning at all. FTL is probably the biggest forced wild-card in interstellar setting building.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-08-2017, 10:49 AM | #44 | ||
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Spaceships 2] Maintenance on Cheap Ships
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07-08-2017, 04:41 PM | #45 |
Join Date: Mar 2013
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Re: [Spaceships 2] Maintenance on Cheap Ships
Ships traveling via hyperspace might encounter each out, meaning fights are possible in hyperspace. Also if using Jump Gate networks Jump-based drives (As opposed to Hyperdrive-based ones) don't need a matching gate at the far end, in fact return may be possible without a Gate at the far end.
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