02-23-2016, 11:43 AM | #41 |
Join Date: Dec 2006
Location: Meifumado
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Re: [Game] Generate a Space Trader Setting
Part Two
Other Discussion
Spoiler:
So, I hope you think this is an interesting and unique way of handling jump drives. It's a bit light on game mechanics at the moment, but that can come later. Cheers for reading.
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02-23-2016, 05:21 PM | #42 | |
Join Date: Dec 2007
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Re: [Game] Generate a Space Trader Setting
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However democracy as practiced in the mid-31st century (like a millennium earlier) covers a multitude of sins including both a number of fringe forms (eg sortation) and a significant minority of 'illiberal democracies' exhibiting a variety of flavours of personalised regimes, de-facto oligarchies and theodemocracies (similar to present day Iran). Similarly many other species tend to one or two preferred forms of government. The Mar Kan (I am going to leave the other species to their creators) for example share the human taste for the trappings of democracy although in many cases the operative word is trappings the Mar Kan are even more likely to follow the illiberal route than humanity. Q: Are there any physiological or psychological effects from FTL travel? Last edited by Frost; 02-23-2016 at 05:42 PM. |
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02-23-2016, 05:40 PM | #43 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: [Game] Generate a Space Trader Setting
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By the way I like where you are going with the drive write up. |
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02-23-2016, 08:04 PM | #44 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Game] Generate a Space Trader Setting
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Q. Is there anything similar to an international police/naval force for dealing with pirates and protecting colonies that can't protect themselves? Is it properly funded or given the decommissioned scraps of other forces' navies?
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02-23-2016, 09:10 PM | #45 |
Join Date: Jul 2014
Location: New Zealand.
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Re: [Game] Generate a Space Trader Setting
When the situation gets bad enough a larger force will respond to piracy on worlds away from a central government's protection. The amount of protection depends on how concerned the government is with its reputation regarding piracy.
Independant colonies can choose to get a third party to protect them. But this leaves them totally reliant on the third parties honesty. Protection rackets of varying legality tend to result. Most independant colonies are forced to just risk just getting by with what they can afford. This added level of risk means larger trading endeavors tend to leave the independant colonies to the smaller traders. Question With ftl technology scattering fleets on every jump how do "deep water" navies operate? Large self sufficient ships? Huge FTL carriers? Something else?
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02-23-2016, 09:23 PM | #46 | |
Join Date: Feb 2011
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Re: [Game] Generate a Space Trader Setting
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An invasion generally starts with a single carrier jumping in after arriving from long distance. Its forces interdict trade until the local planet gives in or additional carriers arrive and eventually give the invading side overwhelming force. Defending a planet surface is fairly easy if there's only one attacking jump carrier, so defenders focus on taking out the carrier before a second can arrive, and a third, and a fourth, making the battle exponentially more difficult. HOWEVER! Each navy has different approaches to this basic model, some of them diverging quite widely. For example, anything from a simple, very light jump carrier with a cargo of only four highly-capable battleships, all the way to a hive-ship with substantial armor and weapons and thousands of drones, has seen use in space. Question: Is there such a thing as magic, psionics, both, or neither in this setting? Last edited by PTTG; 02-23-2016 at 10:24 PM. |
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02-23-2016, 10:29 PM | #47 | |||||
Join Date: Dec 2006
Location: Meifumado
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Re: [Game] Generate a Space Trader Setting
A comment on government types
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By definition then, the societies that are on the major trade routes and participating in galactic society are the ones whose government and cultural types are open-minded, democratic-leaning and somewhat capitalistic. Quote:
A note on jump effects Quote:
An idea for advanced jump drives Quote:
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Magic and Psi Magic? There are charlatans who say they can stand on an asteroid and commune with the vacuum whales or who say they hear the many voices of god deep in 7-space, telling them how they can make money more easily, but this is a pretty straight up no-mana setting. Psionics? Not per se, but some precursor artefacts are possibly either psionic or have a technological user-interface that is indistinguishable from psionics. Question 32 What's the largest human trade, industrial and population centre? Or do different locations have these individual mantles? Auxiliary Jump Drive Question (Mainly to keep jump drive talk separate from setting building, but also because it's basically a multiple choice question.) If gravity is a repulsive force in the 7-dimension spacetime manifold, what relation does ship size have to this? a) Ship size is irrelevant to jump performance b) Smaller ships, less affected by gravitational disturbance, have better jump performance c) Larger ships, with more inertial resistance to disturbance, have better jump performance Auxiliary Setting Question What's a handy and catchy title for this campaign setting?
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02-23-2016, 11:51 PM | #48 |
Join Date: Jul 2014
Location: New Zealand.
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Re: [Game] Generate a Space Trader Setting
While Sol has the largest human population and the largest industrial facilities at the moment it seems certain that the situation will change in the near future. The Whitworth system with two fully habitable worlds and an immensely rich gas giant teeming with sky hooks seems poised to be the first system to reach a population of 50 billion.
The inhabitants of the little Barrier system with its unique tidal forces and solar debris fields are experiencing an industrial growth boom that shows no signs of slowing. The trade capital has for centuries been Odysseus no matter what the central government says. Located more or less equidistant between the core human worlds, Rhii space and the CyKoi zone. Odysseus is an otherwise fairly bland system one habitable planet slightly dry for human tastes and an economically viable gas giant. Question How to ships get around a solar system? What's the minimum range for a jump? I choose A for the multichoice question Name idea The Interstellar Drift (It may not be a good name but it got stuck in my head)
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn Last edited by (E); 02-24-2016 at 12:00 AM. |
02-24-2016, 12:32 AM | #49 | |||
Join Date: Dec 2006
Location: Meifumado
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Re: [Game] Generate a Space Trader Setting
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Shallow Jumps Actually, shallow jumps were invented first, as they only utilise a 5 space manifold. However, in this regime, gravity works a lot differently- I'd have to show you a whole bunch of tensor equations to properly explain it though. Basically, you can't jump to a body of mass, the closest you can get is around 6 radii. Secondly, at about 0.1 ly from a stellar mass (6000 AU) you hit this hard boundary that just sends you back where you came from. Again, don't ask me to explain it, it's a consequence of a 5 dimensional cotangent bundle breaching an orthogonal. Fortunately though, these jumps only use about 1/10th the fuel of a deep jump through 7d space- so about 30 jumps per fuel tank. And there is no minimum range, really, you could jump 10m backwards if you wanted and if you could calculate the launch solution. Quote:
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Question 34 Villain Did you see the episode of 60 Arc Minutes that came in on the last shuttle? It was all about this real bad guy that everyone thinks is horrible, but no one's doing anything about him? What was his name again?
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02-24-2016, 12:32 AM | #50 |
Join Date: Feb 2011
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Re: [Game] Generate a Space Trader Setting
I would point out that it certainly makes sense that there's no theoretical connection between size and performance, the cost of making a high-end drive is slightly more than proportional to the size of the drive, since as the drive grows larger, there's a multiplicative effect on the number of elements that need to be calibrated. If you see a very fast, big ship, then you're looking at something that belongs to a very wealthy faction, while a tramp freighter can be quite fast even as it scrapes by with a single (exceptionally talented) engineer.
So, A), but B). |
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game, setting, setting building, space opera, trader |
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