05-08-2007, 03:03 AM | #1 |
Join Date: Oct 2006
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[Space] Ludicrous Speed!
This is a thread for discussing the various methods of getting from star to star and their implications. First of all we have hyperspace travel:
1. Because of the game mechanics, it's safe to assume that commercial vessels will, in the normal order of things, spend a full 8 hours maximising their effective Navigation skill. Then you toss in 6 of your ship's fatigue, leaving your final navigation roll at -1 for a hop from 1 to 10 light years. Presumably this fatigue can't be recovered until your ship emerges on the principle that you can't rest while actually doing the thing that fatigued you. Military ships would have "Reliable" because governments can afford it, and they need to jump at a virtual moment's notice. 2. Because commercial traffic usually isn't going to want to take the extra risk involved in an extra -1 for a jump over 10 light years, (which doesn't save you any time odds are the trading outposts will be spaced to ensure that you always have a destination within 10 light years. 3. Do you need "Blind" to transit to a system you can see in a telescope? 4. Pirates have a tough time. They presumably can't intercept someone in hyperspace, and that means they basically have to wait in some place for victims to appear virtually on top of them. Allowing a Sense Hyperjump technology might make it easier. Still the pirates will have to scoot since they need to immobilise the merchantman before it just pops back into hyperspace to escape. |
05-08-2007, 03:48 AM | #2 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: [Space] Ludicrous Speed!
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05-08-2007, 08:46 AM | #3 |
Join Date: Aug 2004
Location: Central Florida
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Re: [Space] Ludicrous Speed!
As of late, I've given serious consideration to StarGating (or as I call them Conduit Drives.)
In essence a machine opens a temporary stable portal in the space time continuum which opens on another side close to your destination. These devices have been explored on the StarGate movie/series and were used in the Video Game Homeworld. Obviously the one obvious limitation to a stargate could be "only in fixed locations." And if the dimentions of your stargate are fixed then the size of what can be transported is also limited. Heck, even the Wing Commander series used these (calling them "fixed jump points.") Strategically, the important locations become the Stargate points (if they're fixed.) IF your conduit generater can be transported and the dimention altered, then your looking at a whole different set of assumptions. The most conceivable is that you'll need a spike or capacetance of power built up to use the device in question, and once a portal is open it may only be held for a limited time. This would also limit the required mobility for most ships as they only need to get into an appropriate Gating point and then to the next destination. In theory, a gating ship of this type could conceivably launch, attain high orbit, gate to the destination orbit, request landing, achieve entry and then land all within 6 to 8 hours. (And that only assumes that you need to leave the planets surface in order to gate!) Some other assumptions. MAKING a gate will be an exhorbitant fixed cost, but maintenance and operation expenses should be considerably low. Long term this would be a very inexpensive form of travel. |
05-08-2007, 09:08 AM | #4 | |
Join Date: Sep 2004
Location: Canada
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Re: [Space] Ludicrous Speed!
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Is there any mechanism for reducing Hyperspace jump distance or Hyperspace jump speed for mass carried? The ships in C.J. Cherryh's "Pride of Chanur" series had a specific rating on their jump vanes; merchant ships, designed to haul large cargos, would have big vanes, but generally had miserable performance because they were hauling huge masses of cargo. Strip a merchanter down and get her to jump unladen, and once she stops screaming at you about lost profits you find she goes a lot further, a lot faster.
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05-08-2007, 11:05 AM | #5 | |
Join Date: Oct 2006
Location: Chagrin Falls
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05-08-2007, 11:26 AM | #6 | |
Join Date: Oct 2006
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Re: [Space] Ludicrous Speed!
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Last edited by David Johnston; 05-08-2007 at 12:20 PM. |
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05-08-2007, 11:29 AM | #7 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Space] Ludicrous Speed!
I don't really understand why the specific mechanics of the Warp advantage should have to apply to any given settings hyperdrives. Am I missing something?
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05-08-2007, 12:21 PM | #8 | |
Join Date: Oct 2006
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05-08-2007, 12:36 PM | #9 | |
Join Date: Oct 2006
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05-08-2007, 02:33 PM | #10 | |
Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Re: [Space] Ludicrous Speed!
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Has everyone forgotten BABYLON 5 ? Mark, what you describe was called a "JumpGate" on "Babylon 5". On the show only military and really large ships could make their own jump gates. Everyone else for commercial travel depended on established and constructed artificial Jump Gates. - Ed Charlton
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