05-22-2017, 07:18 AM | #21 | |
Join Date: Aug 2007
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Re: Examine my proposed FTL travel mechanics
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If you want an FTL-capable and practical space fighter you're looking at trips of no more than 1 or 2 days at most which would make those ships (SM+5?) 350 to 700 times as fast as your SM+15 ship that takes 2 years. Exactly how fast that minimum ship is depends on how long the distance between target systems is but for 100 light years at 2 days you're looking at 18,250 times the speed of light. That's much faster than your previous formulas have yielded.
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Fred Brackin |
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05-22-2017, 07:20 PM | #22 | |
Join Date: Jul 2006
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Re: Examine my proposed FTL travel mechanics
Aren't you concerned with the economic implications of this system?
Your worlds are going to have to be self-sufficient as noone is going to want to trade bulk items without a command economy. There may be profit in high-value items (drugs, gems, information) or even VIP transport trade, but who wants to ship raw resources (animals, food, bulk raw materials) if it has to sit in a hold for years before it can even be sold? No company or corporation of any size is going to be willing to wait for the money to come in and they certainly won't be accepting raw materials or other bulk commodities in return. So, large shipbuilding has to be done on-site (or perhaps in-transit if you can manage it somehow). If you have slow-ish information travel time, local shipbuilding (especially large military ships), and fully self-sufficient economies that means no central government. Once a system breaks away there's little chance a central government can reclaim them - they can send massive fleets of small ships, but the local system can build its own defenses and home fleet. Frankly, though - who wants to colonize far-flung places in this universe? Insular religious or political groups? "Back-to-basics" lifestyle groups that can afford transit on small ships? They can't take a lot of equipment, so unless you have ultra-tech fabricators to build larger and larger fabricator factories there's never going to be heavy industry. Maybe the "Forerunner" groups that made the warp buoys also have superscience devices in orbit that can pop out ships whole- put an asteroid in one end and get a ship out? Otherwise there won't be large ships out on the Rim of Known Space (TM). You say that the various polities are fighting over Forerunner sites - how? Small special-forces units that only have the gear they can carry with them? Noone can afford to send heavy cruisers or bulk troop transports out into the void for a political situation that started years ago. I don't know. Fabricators seem to me to be absolutely necessary since bulk shipping is out. People in this universe have to make things they need when they get wherever they're going on a small freighter, but that means that the only profitable trade is in transporting important people or information. So, no large companies except maybe mercenary or trading guilds. Maybe an Imperial Post Office? That's the only service a central government can provide in this universe as they can't project massive military might. This might be a good use for Icelander's Imperial uber-operators, Lensmen-type characters, or Warhammer 40K-style Inquisitors. Quote:
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05-23-2017, 11:27 AM | #23 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Examine my proposed FTL travel mechanics
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For aesthetic reasons, I always set SM+10 as my largest ship size. Anything SM+11 or larger is basically a mobile small town or city. I prefer to treat objects that large as immobile space stations. |
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05-23-2017, 06:33 PM | #24 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Examine my proposed FTL travel mechanics
Modern Aircraft Carriers, such as the Nimitz & Gerald R. Ford class, are in the area of 100,000 tons. That's solidly SM+12, and carriers have been steadily getting bigger over the last century. If anything being in space, and free from the limitations of gravity and naval design, will allow carriers to be made even larger. While SM+15 is probably too large for a traditional carrier role, SM+13 or maybe even SM+14 isn't out of the question. A modern carrier only has a compliment of a bit under 100 aircraft (including a number of helicopters for anti-sub and rescue); an SM+14 carrier, being 10x larger, would accommodate around 1,000 aircraft, and that's really not that many when you're talking about taking a fight to a whole other planet or solar system.
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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; 05-23-2017 at 08:09 PM. |
05-23-2017, 08:13 PM | #25 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Examine my proposed FTL travel mechanics
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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05-23-2017, 08:22 PM | #26 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Examine my proposed FTL travel mechanics
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Luke |
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05-23-2017, 08:46 PM | #27 |
Join Date: Feb 2007
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Re: Examine my proposed FTL travel mechanics
Would you like to make a bet? Trains and boats are notably cheaper forms of transport than OTR trucks, for ex, and vastly cheaper than air travel. If time is not critical, and you're moving bulk freight, a train or a boat is almost always the preferable choice if it's available.
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05-24-2017, 07:09 AM | #28 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Examine my proposed FTL travel mechanics
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Huge travel times are an issue. Though if we look at history similar things have been done when there were rich enough commodities. But generally its a good idea in science fiction settings to not have year long trips if you want a trading setting. I don't think the OP wants these giant trips, he's just trying to figure out the correct speed. If I was dead set on trying to make large scale trade work, I'd set up something like a caravan, if possible, where a few dozen ships all set out at once, and we stop every 24 hours or so to check on each other, let some crews have breaks, and switch things up so there is some social interaction. And see which crews are having personnel problems so the caravan leader can work things out.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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05-24-2017, 10:51 AM | #29 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Examine my proposed FTL travel mechanics
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With that in mind, I'd increase my maximum ship size to SM+13. Again, this has more to do with aesthetics than realistic astroengineering. I would expect the logistics of keeping large ships fueled to be their biggest weakness. |
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05-24-2017, 12:00 PM | #30 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Examine my proposed FTL travel mechanics
I'd expect keeping 10 SM+13 ships fueled is more difficult than keeping 1 SM+15 ship fueled. Historically, shipping has been in the largest ship you can build and have cargo to fill, because it's the cheapest way to operate. "Largest" might be limited by the amount of cargo available, the engineering limitations, or some other limit. At the moment, most large cargo and cruise ships are built to just barely fit through whatever channel they are expected to pass or the docks they are expected to frequent.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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