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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
Both Space and Spaceships have some generic ideas regarding FTL drives and their use. Currently I'm wondering about the playability and gameworld-shaping properties of these FTL methods. For one, 'lighter' space games (such as space opera) should probably avoid scenarios where a one-hit kill will destroy a civilizations. Thus, fast sublight drives should be out of the question. Also, it should be impossible to just drop a planetbuster out of hyperspace/warp/etc. right onto the planet or enemy starbase. So, my opinions of the options presented in Spaceships:
Thanks in advance to all who answer! |
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#2 | |||
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Join Date: Jul 2008
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Quote:
'Jump drive' is also used to describe drives where you jump through hyperspace or non-space, with start and end points constrained similarly to hyperdrives (which is to say, depends heavily on setting). If they're distinct from hyperdrives, it usually is by an instant or range-independent jump time. Sometimes jump times from the ship's perspective differ radically from jump times from outside. Quote:
In at least one setting, jumpgates can also farcast: instantly transport your ship to the destination without a receiver gate, but with sizable error margins that can require a lengthy sub-light trip to the destination. Farcasting can be smuggler-friendly, so long as they can find a farcaster not watched by customs. Another setting has jumpgates that can't be sabotaged because they're self-defending (and probably invulnerable) Ancient supertechnology. They also make matters...interesting by enforcing a no-attack radius around themselves. That probably isn't enough to make smuggling work. Quote:
One option is to make the points of entry/exit governable by something other than astrophysics. -Schlock Mercenary has a drive (more jump than hyper, really) that permits huge areas to be covered with 'denial fields'. Trying to jump into or out of a denial field without the permission of the operator is fatal. -As with warp, hyperscan can make a big difference. If everyone knows where you're going to come out well before you get there, your planet-buster is going to get a hot reception. -You could require offboard assistance at one or both ends of a jump. B5 small craft seem to need jumpgates to enter and possibly exit hyperspace. You could have either or both of hyperspace boosters and hyperspace catchers/beacons. (If you need a catcher, and can't detect them or track your position while in hyper, you're at risk of going flying dutchman if the catcher goes down while you're in hyper.) Natural boosters/catchers could also make interesting spatial anomalies. |
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#3 |
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Join Date: Apr 2006
Location: Central New York
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I liked the Stardrive (from setting of same name for Alternity). It worked somewhat similar to the jump drive of Traveller with a few changes. Below are a few of the details of the drive.
1) Fuel, ships in stardrive don't have to worry about refueling and their FTL drive doesn't suck up fuel. But after emerging a ship had to spend 1d4 days waiting for the system to recharge. 2) the amount of time a ship spent in drive space as slightly different but not much (about a week) and like traveller while in ftl you couldn't change course or communicate. 3) If the system you were heading too had a drive space relay (FTL com system) they would detect you approach 11 hours after you engaged your drive. Giving them time to prepare (if at war and send a distress call). FTL communications took 11 hours to travel to any drive space relay in range (max range was about 50 ly) so long distance coms took a long time. 4) The max distance a ship could travel in ftl was based on the size of it's powerplant vs the size of the ship. Largerships needed more power to to travel the same distance but the size of the power plant needed for this was overall a smaller % of the ship the larger the vessel. (Largeships often gave smaller vessels a pigyback ride). 5) where were no limits on where a ship could enter or exit drivespace in system (just not on planets/in atmosphere).
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HMGMA NY-3-00379-01 PC Kills: 4th Ed. - 69 Basic - 0 "Friends come and go... But enemies accumulate." Never Let the Facts Get in the Way of a Good Grudge. |
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#4 |
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☣
Join Date: Sep 2004
Location: Southeast NC
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In a SF setting I'm thinking of, hyperspace can be entered most anywhere, but can only be exited within a certain gravity gradient. You can impart enough stabilization in subspace to enter hyperspace, but once in, it takes a fairly strong gravity well to stabilize it to the point that it maps reliably to reality. Turn off the drives in deep space and your atoms are going to be scattered over a few cubic light-seconds.
Basically, it allows you to the inner system of typical stars, generally well within the inner limit of the life zone. You can also jump to brown dwarfs and even large gas giants, but the narrower margins require careful navigation.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#5 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Summary before waffle:
I've chosen hyperspace for the reasons you give and added Shock to deter close attacks. No in-flight course change or comm. No special fuel. Star Drives are huge sponge-brain NAIs with Warp (Hyperspace, etc) and various related talents. Travel between stars is very fast, taking mere hours to cover a few parsecs. Hyperspace insertion is safest in deep space (relative stellar mass x6 AU) but can be done in a La Grange @ -(1d-2) to skill. Not recommended in a gravity well. Emergence point and velocity, relative to your target planet, depend on your navigation check margin of success/failure and modify a basic RSMx6AU; closer to planet = slower. Mods to skill for known/blind warp, and time taken. Despite having subwarp/ pseudovelocity drive 300mps, realspace journey times are still dire - 5AU takes 18 days? But microjumps are possible; 30 seconds prep time gets you a -10 on 5 lgt secs and the star drive has Reliable+10. A bad nav check could leave you in deep space going the wrong way very fast and subwarp cannot be used if already moving faster than your rated drive. So microjumps also correct nav errors by allowing deceleration. Disadvantages: Hyperspace is exhausting. Each warp causes shock and fatigue. Extreme distances deplete HPs and can kill. Light Coma (B361;#28) is not unknown. You emerge from hyperspace exhausted, dehydrated, hungry and disorientated for vital seconds. It isn't always good for the ship either. Vulnerability/ Resistance to hyper-shock is a definite factor in starship crew suitability. Hyperspace entry and exit also cause a gravity hiccup and optical flare +10 to detection. Don't warp near friends.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 05-22-2009 at 04:28 PM. Reason: Summary |
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#6 | |
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Join Date: Oct 2004
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Quote:
b) Look at the Probability Drive option on p.41. I prefer a jump drive that can jump anywhere sufficiently far away from the next big mass, is instantaneous, has limited range, and needs time between jumps. |
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#7 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I also found that Reactionless drives seem too cheap/efficient/fast-accelerating on average when compared to Reaction drives of the same TL. I'm not sure I 'get' what is so special about the Probability Drive. |
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#8 | ||
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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I'm designing a space setting for my next campaign, so these are questions that have been on my mind lately. :-)
Quote:
The suggestion to use pseudo-velocity can help, of course, but pseudo-velocity has its own issues for me - I don't like the image of space combat it creates, with ships stopping instantly when they hit a pebble, or colliding with each other without effect. In my setting, I'm using reactionless thrusters, but I'm also allowing force screens. I'm just assuming that anything too big to dodge a relativistic rock will have extensive force screens in an anti-kinetic "Whipple" configuration, capable of stopping most impactors. Quote:
Last edited by Kelly Pedersen; 05-21-2009 at 04:46 PM. |
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#9 |
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Join Date: May 2008
Location: CA
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Personally, I prefer the Lagrange Point version of the hyperdrive you outlined above mixed with a go-anywhere limited-range in-system jump drive for small craft. Allowing only small ships to use in-system FTL (aside from lagrange-point to lagrange-point jumps) makes fighters much more useful than they are in the normal system - plus it makes the game a lot like Freespace 2, which was awesome.
So long as there is a sufficiently high minimum mass for the lagrange point (say, the mass of the Ceres or something like that), there shouldn't be too many lagrange points in any given star system. That would make it so you can't use the Earth/Moon L-points or most any other Planet/Moon system except Titan/Saturn and Ganymede/Jupiter. |
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#10 |
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Join Date: Aug 2004
Location: In the UFO
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I had a lot of fun in one game by making using a conventional hyperspace drive similar to the Traveller jump drive, but making the time in hyperspace be zero from the perceptions of the ship and its crew. I used about 1-2 days of travel each end to get far enough from a planet to use the drive. The zero time in jump prevented a lot of "down time" and gave a nice sense of spacers aging at a different rate than planet folks. Also reduced wear and tear on the ship.
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