Re: GURPS Space campaign setting
I like this very much. I think I will use it.:
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This is also very cool, but I'll have to see how it meshes with the FTL drive I'm using: Quote:
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Re: GURPS Space campaign setting
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Oh, look, Boskone just sent "glorp" again. There's also traffic analysis. Recall the probably apocrophyal story about the number of pizzas delivered to the Pentagon the night before the start of Gulf War I. But yes, since there's no relation between random code words and their meaning, you can't generally crack a code without the code books. Conveniently, this gives the adventurers something more interesting to do than watch the progress bar on their brute-force cracking program. |
Re: GURPS Space campaign setting
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Anyway I was bored sorry to hijack the thread but I needed to make a comment on that line. |
Re: GURPS Space campaign setting
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However, a TL9 a Datachip holds 1 TB and 1000x that at each succeeding Tl that's a lot of codebooks. Probably enough that the "one time pad" method wil be standard. I'm suprised no one has mentioned it yet but in one time pad you never send the same code group twice. You just send an identifier telling the recipient what pad/codebook to use to decipher the message and then neither of you ever uses that pad again. Fred Brackin |
Re: GURPS Space campaign setting
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The PC's are members of the (Enter Star Nation here) Marines and are told to hold a "vital" Repeater Statioin against the Horde of (Whatever). |
Re: GURPS Space campaign setting
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-Mike |
Re: GURPS Space campaign setting
I need to work out the basics of how the FTL drive will function. Here is what I want for starships/FTL travel:
-manuever drives[ STL] are used to approach or leave planets -longer distance= longer overall travel time -trade routes and shipping lanes through space exist - it is possible to chart new routes - some ships are faster than others/can go further distances before needing to refuel Any suggestions? There will be only one known method of FTL travel, although some variations on the technology may exist. |
Re: GURPS Space campaign setting
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Jump with special Jump points can give you 1, 3 and 5 as natural consequences. You approach the Juymp point on maneuver drive. Trade lanes routes and shipping lanes go from point to point and the faster your M-drive the faster you get from point to point. 2 is possible if a trip from inhabited planet A to inhabited planet B usally means going through uninhabited systems C, D and E. Going to the enxt planet after B could send you through systems F, G and H. 4 is possible is Jump points are detectable but not obvious (i.e. not always directly above the solar north and south poles) and not rigidly limited by theory ( i.e.always come in pairs).. Jump points with multiple jumps between usual destiantions looks like a strong contender to me. You'll definitely have to have repeater stations at each jump pt if FTL comms are related to FTL travel. If you use jump sats that bounce back andd forth between jump pts you'll have very little in the way of bandwidth limitations. As a possibility jump points "large" enough for a simple comm flash but not for ships might offer more direct communications to at least _some_ colonies. Your other main option would seem to be Hyperspace with "terrain", i.e the other dimension you use for FTL travel is not filled with bland emptiness. Soem parts of Hyperspace would be faster or slower to travel through than others. Some are possibly dangerous. Travel through hyperpace probably takes significant time. You might even use your M-drive in hyperspace. You could probably hide in hyperspace and ambush ships passing through it too. FTL comms in this setting would probably be some sort of Hyperradio and relay stations seem likely. Fred Brackin |
Re: GURPS Space campaign setting
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Trade routes are a natural result. The others are details based on what other technologies you've got. In a hard setting, you'll have maneuver with various performances, and range depending on the mass fraction of the ship devoted to fuel. If you require some special fuel (a la Traveller) to make jumps, then you get different ships with different range. |
Re: GURPS Space campaign setting
Thanks Fred. This is the sort of feedback for which I'd hoped.
My inital idea[warp] doesn't seem to support the conception I have of how the setting works. Both options sound good. Jump points make a lot of sense, but I want to avoid this: Quote:
I want to keep the FTL comms low bandwith. I like all the stuff about codebooks we've discussed thus far. That's definitety going to be part of the setting. I also want courier ships to be used a lot, at least in areas ''off the grid''. Maybe I will go with hyperspace after all.... If anyone has anything else to suggest, feel free to do so. I really appreciate all the help and advice. |
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