09-04-2010, 12:35 PM | #41 | |
Join Date: Jun 2006
|
Re: Playability of STL Only Interstellar travel in GURPS?
Quote:
Except that once sapient that IQ should be able vary anywhere in the same range as humans without change in complexity. That's just an unfortunate side effect of defining both animal and human IQ using the same scale, the differences between points of IQ in the parts of the scale humans are on simply isn't qualitatively the same as the difference between points of IQ on the piece animals occupy.
__________________
-- MA Lloyd |
|
09-04-2010, 12:40 PM | #42 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: Playability of STL Only Interstellar travel in GURPS?
Quote:
The first comes from my GURPS "It's totally not Warhammer 40k, honest" setting. There, too, man has the option of forging FTL connections between worlds, but you have to get there the slow way first. You can make this very interesting by setting it in the far future after a calamity. Then you have loads of star gates leading to worlds that your people have forgotten. There are hundreds of fascinating civilizations out there, but they're all human, and all lost, and it's up to your players to find them and reignite the spark of empire. The second comes from Revelation Space. There, all travel is STL too, but you don't do "A planet a week." Instead, each star system is as rich, dynamic and interesting as the THS setting. Thus, you can spend whole sessions, whole campaigns, exploring a single system, and when you're done, you wave good-bye and move to a completely different one for another whole campaign. Finally, Houses of the Sun. Here, travel is STL as well, but it features civilizations (houses) that are galactic in scope. Each house contains some 10,000 individuals, and they all meet up every few millennia to trade discoveries, share technology, and mingle memories. You're alone, but at the same time, you're part of something much larger. Every character is, naturally, functionally immortal, and Houses regularly outlive whole civilizations, though each individual tends to spend a lot of time in hybernation, rather than actually doing anything. Still, one of these guys (or the party) descends on some TL 8 world in his TL 12 ship full of awesome, trades, has some adventures, and then flies off again, slumbering for years, awaiting his next adventure, logging his previous adventures in anticipation of the great reunion two centuries from now.
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|
09-04-2010, 12:43 PM | #43 | |
Join Date: Aug 2007
|
Re: Playability of STL Only Interstellar travel in GURPS?
Quote:
I also don't understand how Malloyd's paradox is suppose to work, since it doesn't explain how you got to Vega before the ship first arrived, and it uses the same ship to launch both wormholes! The second wormhole's start point on Vega will thus exist at the same time as the first wormhole's exit. You could launch a missile from Earth at a higher relative speed so it catches up, by the orders of your 54 years older selves, but that would be following the its path, not going back along it. |
|
09-04-2010, 12:46 PM | #44 |
Join Date: Jun 2006
|
Re: Playability of STL Only Interstellar travel in GURPS?
Since nobody has actually demonstrated the formation of a wormhole, to the extent there are plenty of theorists who assert that it cannot be done at all, I fail to see how you can do an experiment on one. If somebody is asserting they've done some wormhole experiments that have managed to falsify relativity that should've made more of a splash. And the FTL = time travel aspect is implicit in relativity. It's *path independent* trips which can be shown to be FTL in some frames can necessarily be shown to be into the past in others, so assertions that it can be done somehow are falsifications of relativity no matter how it is done.
__________________
-- MA Lloyd |
09-04-2010, 12:52 PM | #45 | |
Join Date: Jun 2006
|
Re: Playability of STL Only Interstellar travel in GURPS?
Quote:
__________________
-- MA Lloyd |
|
09-04-2010, 01:03 PM | #46 | ||
Join Date: Jan 2008
|
Re: Playability of STL Only Interstellar travel in GURPS?
Quote:
Quote:
...I'd just predict at least 100 years, probably more, we'll both be dead by the time human-level AI comes online. (There are some interesting things going on reguarding computer generated jokes, and even in the 70s we had very good language parsers [A contemporary of Elizah, and despite doing something more impressive than Elizah, was overshadowed by the algorithm that parroted back whatever you told it in the style of a psychiatrist] - Neither of those are AI, though) (I also thought the standard prediction was 50 years for AI and Fusion - Flying cars I thought we had the tech for them but not the ability to make them in a commercially viable manner, and I'm not anticipating that rectifying itself any time soon) |
||
09-04-2010, 01:09 PM | #47 | |
Join Date: Dec 2007
|
Re: Playability of STL Only Interstellar travel in GURPS?
Quote:
Of course the problem with software based PCs is that they aren't going to be able to do much when they get there. No bodies, no tools. And whatever they are is going to be so alien as to be difficult to roleplay. For example I find it difficult to imagine why they are going. In order to make this concept concept work in general, we need a comparatively cheap method of going between stars. The wormhole drive doesn't work with the premise because if wormholes were that easy the wormhole network would quickly envelope the whole of inhabited space. Assume we are using a TL 11 Fusion Rocket. That's 180 MPS delta v per tank. What we need is to get up to the speed where we can use a ramscoop to refuel. Ramscoops are unrealistic, but not as unrealistic as wormhole transit networks. That means we need 9 fuel tanks. The 1.4 delta v modifier for that many tanks puts us over the threshold. One engine. One layer of armor. One habitat, One VRF beam weapon just to remove obstacles. , one shuttle bay, One power plant, One ram scoop. One chemical refinery. One space left over. The result is a somewhat unrealistic vessel that can accelerate at 0.0005 gs...more or less forever. It adds up, but I'd still recommend slingshotting on your way out. Still it should be adequate to get from point to point in under a century. That being said, what is the intending mission? Why is this ship travelling from star to star? Colonist transport? |
|
09-04-2010, 01:21 PM | #48 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Playability of STL Only Interstellar travel in GURPS?
Sure but somehow wormholes can work at face value.
Quote:
Quote:
Last edited by sir_pudding; 09-04-2010 at 01:26 PM. |
||
09-04-2010, 01:24 PM | #49 |
Join Date: Dec 2007
|
Re: Playability of STL Only Interstellar travel in GURPS?
Why would you need something intelligent for that? How is a "cloud of smart matter" a spaceship, anyway? In any case, not only is that probably TL 12 or 12+, it isn't what the OP was looking for. The OP was looking for a interstellar setting outside of the core wormhole civilisation. The wormhole net would grow slowly if at all.
Last edited by David Johnston2; 09-04-2010 at 01:31 PM. |
09-04-2010, 01:26 PM | #50 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Playability of STL Only Interstellar travel in GURPS?
|
|
|