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#11 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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It feels as if the results of prospecting in such campaigns depend on the whim of the GM, as opposed to the planning/skill of the players/characters. |
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#12 |
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Join Date: Jun 2010
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Of course, if one wanted it really simplified, why not use the Cargo Table is Spaceships 2?
Roll randomly to find out how many tons of stuff is in the asteroid (modified for the belt type) and either gloss over the time it takes to mine it all out, or give them something interesting to do. |
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#13 |
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Join Date: Sep 2006
Location: Luxembourg
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If you really want numbers, you may possibly check an Eve Online (a space mmorpg) mining guide.
(for example, http://www.lsjv-eve.com/guide/ , specifically the tables p 4,5,13,15,16,19,26,32,36,43,44 ) Of course, those datas are totally fictional and unrelated to realistic asteroid facts. If you want realistic geological information, it will not help you. You have asteroid and ice mining, various kind of asteroids, minerals, yields, volumes, refining ratio,market values, .... Just rename the fictional eve asteroid and minerals to something that fit your universe, and replace the fictional mining lasers by appropriate drilling setups. Use the game above yield in m3/h; modified by skill margin of success, quality of equipment and foreman skills (gurps low-tech would certainly help). You will probably want to replace seconds and minutes by week/days/hours, if you want the players to spent a lot of time on the same roid, wich seem more logical in a realistic game. The big work will be, for any location your players prospect, you will have to decide what kind of asteroids (and therefore minerals) are present, and their size/yield. Hope this help celjabba Last edited by Celjabba; 03-11-2011 at 06:45 AM. |
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#14 | |
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Join Date: Jan 2011
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If you come from a simulationist angle, then why not do it this way: Take a look at the actual distribution and composition of asteroids (I'd start out at Wikipedia, but I guess a good astronomy textbook might be even more helpful). Then express this as a table and draw up a chart of the asteroids in the region the characters are mining by rolling for asteroid density and content on your table. This way you would have set up the environment with a realistic set of rocks. Then let the characters use appropriate skills (Electronics Operation (Sensors) for locating an asteroid, Geology for analyzing its content, Crewman and/or Pilot to dock with the rock, Mechanic (Mining) to set up and operate the drill and Freight Handling to stow the ore in the hold) for the operation itself. Skills such as Area Knowledge (for knowing good hunting grounds) and Metallurgy (to check the quality of the ore) might also help. To spice things up you could have a random complications table that includes such things as pockets of unstable gas in the asteroid, claim jumpers showing up, and such. Once the ship is loaded, Current Events (Business) might reveal a good market, Merchant gets a useful price. Actual prices should probably be derived from the rarity of the material and the expected standard of living of a miner and the ships operating cost. You might have to play with the numbers a little.
__________________
I have learnt silence from the talkative, toleration from the intolerant, and kindness from the unkind; yet strange, I am ungrateful to these teachers. -Khalil Gibran |
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#15 | |
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Join Date: May 2008
Location: CA
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If I were to do this myself, I'd probably say 'asteroids are heterogeneous, so you need to roll to see what kind of ore you pull out', 'you need to roll to see how much stuff you mine is a high-enough quality of ore to be worth it', and 'use the table in Spaceships 2 for what each ore is worth'. I'd just need to come up with decent tables for determining what each asteroid type contains and how much you can get out of it. |
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#16 | |
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Join Date: Aug 2004
Location: traveller
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At one point I was working on an asteroid mining supplement (or even just a JTAS article) for GURPS Traveller. I had to give it up. I couldn't find any process that would realistically pay a party of PC's enough to keep them in business as either prospectors or small-scale miners. Asteroids, to the limit of current knowledge (which is remarkably sparse, granted), are essentially commodities: you identify the interesting ones by telescope, pick the easiest to exploit, grind them up, and sort out the good stuff at the other end. I never found a reason to require visiting each one, or a mineral that would show up as simultaneously valuable, concentrated, easily exploitable once found, and not obvious from long-range spectroscopy. If you're willing to fudge the realism, there are several rules sets with flowcharts for asteroid mining in the classic vein. In addition to the ones already mentioned, there was an article on belt mining in an early print Journal of the Traveller's Aid Society (#4, I believe). It's available on CD from Far Future Enterprises. GDW also produced a boardgame called Belter: Mining the Asteroids, 2076. Tales of the Solar Patrol for GURPS has an asteroid miner template, and some discussion of tropes. GURPS Traveller: First In has extensive rules for planetary surveys that could be adapted for prospecting. Last edited by thrash; 03-11-2011 at 08:01 AM. |
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#17 | |||
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Still doesn't give you any figures for comet cores, and I think most organics get baked by reentry and impact. |
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#18 | |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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I looked through my M-Traveller pdf's and found that i have beltstrike, and it seems to give a very good job of describing what is needed in this thread. the only thing is to find out how to convert the M-Traveller credits to gurps Dollar, is it one for one or what?
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#19 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Any thoughts on the conversion ratio on the creds?
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#20 |
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Join Date: Feb 2011
Location: San Jose, CA
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Some things to consider when speccing out asteroid mining for your game. The first is in space (unless you're in a post-scarcity TL) everything is valuable for something. While a miner would probably make their nut from ores they could also sell the carbonaceous or silicaceous leftover material to be cracked to their constituent elements. The second is that most mining will be functionally similar to strip mining. Few asteroids are large enough or cohesive enough for shaft mining and are often not differentiated so minerals you want to mine are evenly distributed through the entire mass of the asteroid.
Most asteroids are known as "rubble piles" and are just as the name describes. They have the consistency and cohesiveness of a pile of rubble. Only much more massive bodies will end up differentiated with denser materials sinking to a core and less dense material on the surface. To mine most asteroids you could mechanically reduce them to rubble and then sort the material in a centrifuge or magnetically in the case of sufficiently metallic minerals. I think downer's skill suggestions are the most logical for actual mining operations. I see a mining operation as a single large capture/smelter ships with a small fleet of robotic tugs that latch onto asteroids and guide them into a bay where they can be broken down. Material from the asteroid in then processed on-site so the mining group can deliver somewhat refined material to wherever they're going to sell it. The day to day work would likely be boring but it's the sort of thing that any owners space habitat would see as an imperative. Asteroids would be the most accessible source of raw materials including basics like oxygen and hydrogen. While the materials would be commodities (one miner's ore is the same as another miner's ore) they would be necessary for people living in space to survive. |
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