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#11 |
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Join Date: Sep 2004
Location: Orange County, VA
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The need for multiple fuel tanks is probably the most limiting factor for non-superscience "nomad" fleets. Reaction mass and the replacement of reaction mass would probably significant gameplay sessions on their own, and the heading of the fleet would probably be based on where the next resources are located.
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#12 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I'm not specifying, but I suspect that realistic ones are the less playable ones too.
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#13 | |
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Join Date: Sep 2004
Location: Orange County, VA
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Quote:
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#14 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Quote:
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#15 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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It provides more challenges. Personally I think that's MORE playable, but YMMV.
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#16 | |
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Join Date: Jul 2008
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Quote:
Also, while it would be more efficient than shuttle engines, each pod exchange would drive the ships apart, requiring reaction mass to keep them in formation.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#17 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Alternately, they might be connected by robust tether-cables.
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#18 |
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Join Date: Sep 2004
Location: Orange County, VA
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#19 |
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Join Date: Jul 2008
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Of course, you can more or less negate the issue if the ships are sufficiently self-contained that they don't do a significant amount of intership transfers.
You don't necessarily even need more than one starship, but adding extra ships is probably the best way for the group to expand, so you're going to end up with a fleet. Still, it's probably best to minimize specialization, for this and other reasons. Each ship probably should have a cargo bay system for raw materials and durable goods stockpiles.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#20 |
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Join Date: Dec 2007
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| Tags |
| nomad fleet, self-sufficiency, space, spaceships |
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