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Old 11-10-2021, 09:29 AM   #31
GURPS Fox
 
Join Date: Jun 2020
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by Rupert View Post
Back to the original problem:

A 4MW powerplant running at near maximum output for 10 hours is going to be large and heavy (especially if it's to be mounted in an off-road vehicle and thus be subjected to all kinds of bumps and shocks) and consume a considerable mass of fuel, and there's really nothing you can do about that.
Figured that out. :(
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Old 11-10-2021, 09:55 AM   #32
Varyon
 
Join Date: Jun 2013
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by GURPS Fox View Post
Figured that out. :(
On the bright side, it sounds like the setting ignores realism enough that you can justify markedly higher efficiencies than Vehicles assumes. Any setting in which everyone (except certain vehicles in the Sneaky Faction) has active sensors running at all times, and yet there's any sort of fog-of-war in play at all, is sufficiently unrealistic you can get away with whatever you'd like. Granted, you don't have to go all-out with it, but if you need a 4 MW LNG engine that doesn't require prodigious volumes of fuel... go for it.
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Old 11-10-2021, 10:03 AM   #33
Fred Brackin
 
Join Date: Aug 2007
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by Varyon View Post
On the bright side, it sounds like the setting ignores realism enough that you can justify markedly higher efficiencies than Vehicles assumes.
Efficiency or some other trait. Sometimes people use hard science words with somewhat naively eyeballed numbers.

The vehicles section for Gurps Blue Planet and its' hydrogen powered everythings was altogether more fun than humans should be allowed to have (that was sarcasm). The "Hydrogen Revolution!" is going to come after someone invents a radically more effiicent storage system (in terms of mass, volume and long-term storage).
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Old 11-10-2021, 10:17 AM   #34
GURPS Fox
 
Join Date: Jun 2020
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by Varyon View Post
On the bright side, it sounds like the setting ignores realism enough that you can justify markedly higher efficiencies than Vehicles assumes. Any setting in which everyone (except certain vehicles in the Sneaky Faction) has active sensors running at all times, and yet there's any sort of fog-of-war in play at all, is sufficiently unrealistic you can get away with whatever you'd like. Granted, you don't have to go all-out with it, but if you need a 4 MW LNG engine that doesn't require prodigious volumes of fuel... go for it.
True that, but messes with my "DOESN'T MAKE SENSE!", um, sense. Though, to be honest, I'll probably go 'they made Heavy Gear's V-Engine' and settle for that.
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Originally Posted by Fred Brackin View Post
Efficiency or some other trait. Sometimes people use hard science words with somewhat naively eyeballed numbers.

The vehicles section for Gurps Blue Planet and its' hydrogen powered everythings was altogether more fun than humans should be allowed to have (that was sarcasm). The "Hydrogen Revolution!" is going to come after someone invents a radically more effiicent storage system (in terms of mass, volume and long-term storage).
There is a 'Blue Planet' setting for GURPS?
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Old 11-10-2021, 10:27 AM   #35
Varyon
 
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Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by GURPS Fox View Post
True that, but messes with my "DOESN'T MAKE SENSE!", um, sense.
And a recon vehicle that constantly broadcasts its current location for anyone listening doesn't mess with it?
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Old 11-10-2021, 10:50 AM   #36
Fred Brackin
 
Join Date: Aug 2007
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by GURPS Fox View Post

There is a 'Blue Planet' setting for GURPS?
There's a 3e sourcebook (2003) converting the setting of the original Blue Planet game from Biohazard. As a licensed product it does not appear to be available in pdf. Finding a used copy is not out of the question though.

Converting settings from other game companies to gurps was fairly common in 3e. Gurps Traveller would be the most famous (and numerous) but there were 3 volumes from White Wolf's World of Darkness, a Gurps Deadlands, Gurps Castle Falkenstein and no doubt some thing or things I'm forgetting.

Also,besides the many adaptations from fiction there were a couple books adapted from videogames. See Gurps Myth and Gurps Alpha Centauri. Not adapted from other companies were Gurps Autoduel and Gurps Ogre.
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Old 11-10-2021, 11:03 AM   #37
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Hydrocarbon Fuel Cells for 3e

Not sure where 'active sensors for everyone' comes from, the 'detector' trait in the game doesn't seem terribly clearly defined (it's possessed by radars, but also by more advanced units, some of which have stealth) and is, well, not on every vehicle.
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Old 11-10-2021, 11:17 AM   #38
Varyon
 
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Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by Anthony View Post
Not sure where 'active sensors for everyone' comes from, the 'detector' trait in the game doesn't seem terribly clearly defined (it's possessed by radars, but also by more advanced units, some of which have stealth) and is, well, not on every vehicle.
I'm not familiar with the source, but I assumed if a recon vehicle (which needs to avoid detection) needs to run active sensors at all times (as indicated by OP), pretty much everyone needs to - or, at least, you need at least one vehicle doing so in any given group.
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Old 11-10-2021, 11:31 AM   #39
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by Varyon View Post
I'm not familiar with the source, but I assumed if a recon vehicle (which needs to avoid detection) needs to run active sensors at all times (as indicated by OP), pretty much everyone needs to - or, at least, you need at least one vehicle doing so in any given group.
The source appears to be some one of the Command and Conquer (Tiberium Universe) games, unclear which, which is an RTS that includes stealth units that, depending on the game, can be detected by moving your own units close enough, or at longer distances by units with the detector trait, or by using a couple specialized abilities. It looks to be a fairly typical RTS stealth mechanic, where if one side does a rush to research and build the stealth units they can do a lot of damage before the other side manages to set up their detection.
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Old 11-10-2021, 11:54 AM   #40
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Hydrocarbon Fuel Cells for 3e

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Originally Posted by Anthony View Post
The source appears to be some one of the Command and Conquer (Tiberium Universe) games, unclear which, which is an RTS that includes stealth units that, depending on the game, can be detected by moving your own units close enough, or at longer distances by units with the detector trait, or by using a couple specialized abilities. It looks to be a fairly typical RTS stealth mechanic, where if one side does a rush to research and build the stealth units they can do a lot of damage before the other side manages to set up their detection.
In the first and I think also second game, cloaking units decloaked to attack, so it wasn't a combat defense so much. Successfully taking advantage of an expensive and weak unit that the enemy couldn't see if it wasn't fighting them was tricky.
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