10-23-2010, 05:29 PM | #1 |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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[Space] Designing a TL10 spacestation
DJ2's thread about setting ideas for a Space campaign has inspired me to design a 'one-off' game set in a TL10 spacestation. Given I am a hard science type of guy, rather than a TL10^ Space Opera flavoured one, I would like to go with a Zero G spindle and an 1 G rotating toriodal habitat. Going for the '2001' space station look internally.
Design Q's:
Game would have player characters being a spaceship crew (including an undercover police officer) trying to discover why freight is going missing on the space station. A bit of detective work, and then a bit of combat (Nominal game basis:station AI has gone rogue, and has puppeted a number of the admin staff via their cyberware to funnel goods to it so it can, umm, do something bad (YTBD)). Thoughts, comments?
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10-23-2010, 06:09 PM | #2 |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [Space] Designing a TL10 spacestation
Ahh, yep. Have just downloaded GURPS Spaceships 6: Mining and Industrial Spacecraft.
Suspect a lot of my answers will be found in this.
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 10-23-2010 at 06:10 PM. Reason: Formating |
10-23-2010, 06:16 PM | #3 | ||||||
Join Date: Jul 2007
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Re: [Space] Designing a TL10 spacestation
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One thing I picked up from Cherryh or somewhere, you have water tanks all around the ring so you can pump water around to keep the spindle at the center of mass while other stuff moves around. Quote:
More levels means things can be closer together. And a smaller surface/volume ratio, which means less heat loss (could be good or bad, depending). On the other tentacle a bigger and therefore longer around ring is better because it reduces the distortions from using rotation for gravity. And means a slower rotation rate unless I've got my brain in backwards again. Quote:
Two docking zones reduces traffic problems both outside and inside. Of course, you have more space and materiel tied up in transit systems, corridors, and such that way. Quote:
The receivers would be way out at one end of the spindle. This might encourage the one dock configuration above, since you don't want ships accidentally blocking your beam. Quote:
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Moving has shadows and light always shifting, but heating effects are spread out. Fixed would let you pipe sunlight into the wheel. |
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10-24-2010, 12:21 AM | #4 | |||||
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [Space] Designing a TL10 spacestation
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10-24-2010, 07:22 AM | #5 |
Join Date: Feb 2007
Location: Daegu, South Korea
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Re: [Space] Designing a TL10 spacestation
I would suggest stating it up both as a spaceship without movement and also as a city from city stats. Or perhaps, I should just say that I would enjoy doing that myself. ;P
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10-24-2010, 02:49 PM | #6 |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: [Space] Designing a TL10 spacestation
Of course! I was only thinking about infrastructure. Forgot to consider demography. Great suggestion!
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Tags |
space, spaceships, ultra-tech, ultratech |
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