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#11 | ||
Join Date: Jun 2013
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#12 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#13 | |
Join Date: Aug 2007
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You'd have to change a lot but once you did it would be far cheaper than any thing equivalent from Spaceships.
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Fred Brackin |
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#14 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#15 |
Join Date: Dec 2006
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I had bio-ships live alongside metal ships in a space game I ran.
Base idea was that it was early TL9, and FTL travel was impossible. Humankind makes it to the stars and discovers magic and psi powers exist! Magic and psi powers are NOT limited to the possible. FTL travel is achieved by all other races (save one) by use of gates and teleport spells Teleporting not to a gate/jump point is dangerous. The energy required for a teleport is immense. Several of the races use bio-tech (augmented by magic) to make up for TL differences, or just as a matter of 'style' to rely on more magic and less technology. One race was inheritly psionic, and actually altered themselves- there ships were old members of there race who over time were heavily modified- end result, giant super-smart, psi-teleporting monster that can carry people within it. The bio-tech vessels would loose in a 'who's got the best guns/armour' fights, but the abilities behind it make them competitive (What does it matter that the ship has no valid missiles if it can mind control 20 crew of an enemy vessel at at time without seeing them, teleport out of the way of incomming missiles and kenetic kill weapons). Despite negative downsides the party REALLY wanted a bio-ship. |
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#16 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Price may be the only semi-reasonable reason why they exist at all. But still, once you had money you would upgrade to nonliving machine ships.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#17 |
Join Date: Nov 2008
Location: Yukon, OK
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I ran a Supers campaign with a mix and Bio-ships were competitive because they could have Powewrs.
Never ran a Sci-fi game where they were alongside each other as equals. More weird alians you met on the frontier or forerunner craft. However they could be competitive in some settings. Easier to maintain and more self sufficient is one option but they also could be good for long term planning where you seed them and then they do their mission or you come back to harvest years, decades or even centuries later. In Magic or psi settings they could have another possible edge.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#18 |
Join Date: Feb 2005
Location: Berkeley, CA
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In general, mixing character point based systems with gear-based systems is a recipe for imbalance, at least in GURPS; you should decide which system you're using and then use it for everything.
Realistically, without superscience, bioships are a nonstarter, and with superscience, bioships depend on exactly which superscience you use; various superscience drives could easily be biotech-only. |
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#19 | |
Join Date: Aug 2007
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The Voidshark appear as though it probably obeys the rules for "Life's price tag" on p.65. that is $1000 for every point's worth above the native creature plus $100k. Weapons: The Voudshark has a 30D "acid" attack. It's even been enhanced with nanites so you can't claim it as a leftover from the base stock. Yet it has a 1/12D of 10 yards and hence can only used against dockworkers basically and the Voidshark would be $240,000 cheaper without it. There's another $10,000 for a attack that can only be used against crew. The Spines and Teeth aren't very useful either. Warp: The ship would make a lot more sense as a full computer-controlled bioshell. The ship's "native" ability to use its' Warp ability is nearly zero. Especially at distances greater than its' own body length. That's a slight exaggeration. If the Voidshark took 8 hours to prepare and blew all but one of it's FP on a "Blind" jump it could routinely jump 10 miles. Giving the thing an AI brain with a useful IQ and/or a Navigation(Hyperspace) Skill would cost $ but be worth it compared to either _always_ having an active pilot at the Compartmentalized Mind Controls or trusting the IQ 7 ship. Even if your "pilot" is an AI it's not built in. Oh, the ship has Wild Animal too. That's another non-starter in regular operation There are other bits and pieces but while the first "Voidshark" (and note that there is nothing shark-like about it) might make an "interesting" rpg encounter they'd ever be allowed to land anywhere and woudl probably be destroyed on sight as menaces.
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Fred Brackin |
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#20 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I could see them functioning rather well as only slightly mobile space stations. Photosynthesizing for energy, carbon dioxide scrubbing, oxygen and basic food production, etc.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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Tags |
bio-tech, bioships, spaceships |
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