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08-21-2017, 04:55 PM   #81
sir_pudding
Wielder of Smart Pants

Join Date: Aug 2004
Location: Ventura CA
Re: [Game] Generate a military sci-fi setting

Quote:
 Originally Posted by TGLS Just kicking around some thoughts: I think one of the examples that were given of what a Human hab would be like was Tokyo metropolis; At 2,187.66 sq km, that would mean a hab would be huge! I figured it would be unclear to recent arrivals that they were in a spaceship, so artificial gravity in a large box (1 km?) is probable.
You don't actually need artificial gravity here, unless the species had wildly different requirements. These ships can accelerate constantly and turn by shifting the virtual gravity well about, so the inhabitants are always falling in the same relative plane. They need only be in free-fall if in orbit (or station-keeping in another gravity well).

08-21-2017, 09:37 PM   #82
Daigoro

Join Date: Dec 2006
Re: [Game] Generate a military sci-fi setting

Quote:
 Originally Posted by sir_pudding Given the way we have the drives working, the bow-front field is going to be equivalent in virtual mass to a very large multiple of the SM-mass equivalent. I can probably do the math later. The matter part of the ship is just the part you see.
Given the hypothetical question of how long a ship would need to be in GURPS Spaceships to house 1 billion inhabitants (a figure I was considering before 125 million was stipulated), we get SM+24. Spaceships provides the mass for that size, but the question was more about spatial length and volume.
Quote:
 Originally Posted by TGLS Just kicking around some thoughts: I think one of the examples that were given of what a Human hab would be like was Tokyo metropolis; At 2,187.66 sq km, that would mean a hab would be huge!
They wouldn't have to provide all of Tokyo, just a sample of it to demonstrate high-density living. But on the other hand, given 100 million of each species, that would be 3 Tokyos each. And for 2200 sq km, we'd need more than Manila's 40,000 people per sq km to fit them in. But as ericthered has been saying, it's not population density that's the problem, more "agricultural density".
Quote:
 It is possible that some products could be shipped from Hab to Hab, planting false memories into the teamsters.
With their strict isolation policy, this would be a better job for the ship's robots.

Quote:
 Originally Posted by sir_pudding You don't actually need artificial gravity here, unless the species had wildly different requirements. These ships can accelerate constantly and turn by shifting the virtual gravity well about, so the inhabitants are always falling in the same relative plane. They need only be in free-fall if in orbit (or station-keeping in another gravity well).
Occupants of a ship falling toward a virtual gravity point would be constantly experiencing free-fall.

The ship would either need to provide spin gravity or have local gravity generators for each pod, each of which would have to be symmetrically balanced against another gravity generator with the opposite vector to avoid adding any net lateral force.
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08-24-2017, 08:36 AM   #84
ericthered
Hero of Democracy

Join Date: Mar 2012
Location: far from the ocean
Re: [Game] Generate a military sci-fi setting

Quote:
 Originally Posted by TGLS Question 35 What weapons are used on space craft and Mechs?
Long distance weapons exchanges in space are done with energy weapons, with the occasional stealthy slug/warhead. occasional. Its just so hard to be sneaky in space. The kinetic kill vehicle is possible, but is easy to dodge if you're not stuck to a planet or something.

Mechs are a different matter, fighting at closer ranges. They tend to use a mix of projectile weapons and beams. Beams are mostly used as long range weapons against exposed but fast moving targets, such as a aircraft.

--------------------------------------------------

I've updated my post on the ark size, including finding my big error where I multiplied by people instead of square miles. I still need an answer to the ark population before figuring it out completely.

I think most the remaining questions are mine, so I'll hold off on another one.
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 08-25-2017, 12:49 AM #85 (E)   Join Date: Jul 2014 Location: New Zealand. Re: [Game] Generate a military sci-fi setting Assumptions Artificial gravity Ultratech hydroponics/psuedo native environment. Running two outer spin gravity floors at about 10 meters in height and 160 floors of similar height oriented with up and down towards the ends of the cylinders. We end up with a population of something like 55000 per cylinder or an area of 5.8 square miles of floor space per cylinder. For arguments sake let's say cryo sleep etc enhances the first generation's growth rate to 1000% which counters out a 90% reduction due to loss of life as a result of the Ark's destruction as well as unoccupied space. That gives us about one million cylinders required. Arranged as a series of rings with 3141 in each ring it is about 320 miles long and 500 miles across with a lot of empty space in the middle. If people agree with these numbers I'll edit the older posts to match. __________________ Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn
08-25-2017, 09:22 AM   #86
ericthered
Hero of Democracy

Join Date: Mar 2012
Location: far from the ocean
Re: [Game] Generate a military sci-fi setting

Quote:
 Originally Posted by (E) Running two outer spin gravity floors at about 10 meters in height and 160 floors of similar height oriented with up and down towards the ends of the cylinders. We end up with a population of something like 55000 per cylinder or an area of 5.8 square miles of floor space per cylinder.
I'm getting an area of 31.5. Most of which is the 160 up and down floors. What dimensions are you using for the cylinder? I'm using a radius of a half mile. even with a quarter mile I still get around 8 square miles of floor.

I get closer to your numbers if I use 16 levels instead of 160.

Also, we don't have a firm number on what percentage of the space was unused.
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08-25-2017, 03:05 PM   #87
(E)

Join Date: Jul 2014
Location: New Zealand.
Re: [Game] Generate a military sci-fi setting

Quote:
 Originally Posted by ericthered I'm getting an area of 31.5. Most of which is the 160 up and down floors. What dimensions are you using for the cylinder? I'm using a radius of a half mile. even with a quarter mile I still get around 8 square miles of floor. I get closer to your numbers if I use 16 levels instead of 160. Also, we don't have a firm number on what percentage of the space was unused.
Yeah I mixed up my conversion to square miles (I think in metric)
Using that floor layout one, two or even three hundred thousand per cylinder seems reasonable. So between two hundred thousand and five hundred thousand Ark cylinders.

For unused space I would say that the Ark was close to full capacity (80%?) at the time of arrival and was expecting to add more habitats using the resources found in system.
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Last edited by (E); 08-25-2017 at 06:58 PM.

08-25-2017, 11:06 PM   #88
Daigoro

Join Date: Dec 2006
Re: [Game] Generate a military sci-fi setting

Quote:
 Originally Posted by (E) Using that floor layout one, two or even three hundred thousand per cylinder seems reasonable. So between two hundred thousand and five hundred thousand Ark cylinders.
As in habitats? We had 31416 habitats put forward to start with- I'd say it's easier to increase the capacity of the pods by ten-fold than have ten times as many habitats.

Quote:
 For unused space I would say that the Ark was close to full capacity (80%?) at the time of arrival and was expecting to add more habitats using the resources found in system.
Perhaps as the Ark was approaching, as they were transmitting tech know-how for grav drives, SQIDs and whatever, they also told us how to build a pod and efforts toward that were underway, so that it was ready to be hooked up on their flyby.
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 08-26-2017, 12:04 AM #89 (E)   Join Date: Jul 2014 Location: New Zealand. Re: [Game] Generate a military sci-fi setting Off the top of my head does that make each Ark habitat about 2.5 miles long by 1.25 wide? Edit Or to put it another way 400 levels to clear when going floor by floor __________________ Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn Last edited by (E); 08-26-2017 at 03:06 AM.
 08-26-2017, 10:47 PM #90 (E)   Join Date: Jul 2014 Location: New Zealand. Re: [Game] Generate a military sci-fi setting Answer 52: A: what percentage of the ark was full of intelligent species? B: What kind of gravity was used, and how common were exceptions? C: Where multiple floors used in habitats? Every sentient species on the Ark had representatives that stayed conscious and minded to the rest of their sleeping race. The species that lacked sentience spent the journey in cryo sleep or as stored genetic material. The Ark was about eighty percent full when it arrived in the system. Automated drones had been sent ahead to begin the manufacturing process for new Ark habitats. This work was centered around Pluto and included the gathering of several extra solar objects for material. The drones work in an intense area of SQID interference that also contains high speed material delivery. Detailed examination of this area has so far produced reports that have been highly classified. Each Ark cylinder is about two and half miles long and half that in width. There are two floors inside the skin of each module these seem to serve as a safety feature should the artificial gravity fail. Some 400 floors are built orientated with up and down pointing towards the ends of the cylinder. Some species who have different gravitational requirements are found in cylinders with a different internal layout, though these exceptions are uncommon. Question 54 What's happening on Pluto now the Ark is no longer functioning? Question 55 What is a typical upbringing like for a human growing up in a habitat? __________________ Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn

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