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#31 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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A little update....
I've been reading an anthology for inspiration- The New Space Opera, editor is Gardner Dozois. It's got some Alistair Reynolds, Stephen Baxter,etc in it. Pretty good stuff. Anyhoo, I've been giving some thought about the faster sorts of STL drives, for trips when FTL isn't possible or isn't safe [such as between unconnected jump points, within a solar system if being to close to big objects is a hindrance to FTL,etc]. I like the antimatter torch drive, and also the Bussard ramscoop. You guys think a ramscoop would work in a region of space like a nebula, where there was more stuff for it to suck up? I've also been looking at various designs of ships that use thrust and spin to provide ''artificial gravity''- since I am leaving gravitics out of this particular universe. I like the technical box style, and also the whole ''flying skyscraper with 'gravity' provided by thrust from a really powerful drive [like a torch drive]. Those cool looking Earth ships from B5, with the rotating mid section- yeah, something like that may work its way in, as well. I'm pretty much using all the cool space habitats that don't require god-tech. |
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#32 | ||
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Join Date: Sep 2004
Location: Manchester, UK
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Or allow in-system micro-jumps to planets. Quote:
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Always challenge the assumptions |
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#33 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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#34 | |
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Banned
Join Date: Apr 2008
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#35 | |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Good point. Pirates will want fast ships with good long range sensors- warships, in other words. Maybe some of the pirates will be leftovers from the losing side of an interstellar conflict. Last edited by combatmedic; 05-23-2008 at 11:00 AM. |
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#36 | |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Well, I might go to TL11 for some tech, but probably not. A month between Earth and Mars is fine. I'll want some lag in communications and transit time, to keep the right feel for the setting. |
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#37 | |
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Banned
Join Date: Apr 2008
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Also, consider whether that Earth-Mars month is when they are close in thier respective orbits or whether they're around the sun from eachother. |
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#38 | |
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Join Date: Sep 2004
Location: Manchester, UK
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200 days to do the 10 AUs to Saturn. At TL11 this goes down to 13 days and 67 days respectively. Still fairly mind-numbing travel though. Not really conducive to maintaining pace and tension - apart of course from the GMs tension with the players insisting their characters are spending every spare second cramming for skill points ;-) Which is why I would favor micro-jumps in a house campaign (if not using reactionless drives) as players get bored easily. Climb out of the local gravity well to the top of the planet's Hill Sphere and then jump to the top of the target planets hill sphere. You still have to travel a fair distance at either end, perhaps 1% of an AU and maybe a day in total, but it's the exciting 1%.
__________________
Always challenge the assumptions |
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#39 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Well, whatever the case: no reactionless real space drives in this universe.
Micro-jumps for rapid intra-system travel might work fine. I like that bit about climbing to the top of the Hill Sphere and then jumping to the next world. I might adapt something like this, if it's cool with you. Gravity dependent jump- you have to be on ''top'' of [or bottom of- no up or down in space] a planetary/stellar gravity well to initiate jump. If you misjump to deep space- good luck getting home. Instead of jump points, I could always say that the jump drives are limited in range, as in Traveller. That could help create trade routes. Factor in possible refueling/recharging needs, repair facilities, planetary economics,etc and I think I can still have the trade routes I want [no trade routes= no tramp steamers, no pirates,etc]. If I used something like that- jump would definitely not be instantaneous. If it were, travel might be too fast and easy. |
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#40 | |||||
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Join Date: Sep 2004
Location: Manchester, UK
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Remember you have to aim for your target star system where it is now, in 3 dimensional coordinates, rather than where you can currently see it with the light that left it several years ago. Star systems have typical relative velocities of 50-100kms to each other so they can have significantly moved laterally and away or towards you from their visual position. You are aiming for a microscopically small dot on a 3 dimensional sphere and getting the distance right too. It's easy to come up with limits on drive accuracy and astrogation limits over multiple parsecs. However in-system jumps with a 2 parsec drive should be simple. Though if required there might be a minimum jump length based on the cycle time of the drive. If you can say jump 1 parsec (200,000 AU) in 20 hours, then jump time for the 2 AU to Mars is under a second. Quote:
Aside: Another idea I have been toying with (to encourage a small ship universe) is making jump speed dependent on ship mass. So a 1000 ton ship might make a 1 parsec journey in 33 hours and a 2000 ton ship in 66 hours. With the fuzzy lower mass limit for jump (whatever that is for your universe) being the size used for express courier ships with highly tuned drives on precise routes. Then next size up your free traders and frontier scouts.
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Always challenge the assumptions Last edited by thtraveller; 05-23-2008 at 06:13 PM. |
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