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#101 | |
Join Date: Jun 2006
Location: On the road again...
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Plus, while they are faster in hyperspace, the probes themselves may not be moving at speeds that can match those reached by manned craft; you're more likely to have basic maneuvering thrusters and a limited delta-v on a probe than you are a full-fledged reactionless engine like those mounted on a hyperspace-capable SWACS craft. Probes are supposed to be fairly cheap; reactionless thrusters aren't. Clear as mud?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, N-Z, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#102 |
Join Date: Jan 2014
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How fast is FTL travel in your setting?
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#103 | |
Join Date: Jul 2007
Location: West Virginia
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{The Farfarers}
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Edit, I've changed my mind. Skimmer Warps (SWDs) are more expensive. Most trade and commerce uses the jump points. However, there are plenty of "Tramp Steamer" types that ply the less profitable but still vital routes. Also some jump routes are involved. They pass through dangerous territory were trade can't safely go. SWDs take trade around these chokeholds.
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Per Ardua Per Astra! Ancora Imparo Last edited by Astromancer; 02-09-2018 at 02:50 PM. |
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#104 | |
Join Date: Jul 2007
Location: West Virginia
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{The Farfarers}
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Some worlds lacked accessible metalic ores, a serious limit on tech. Other worlds had more subtle geographical limitations to them. Worlds where all the arable land was in the tropics or where geography favored Gunpowder Empires in all major cultural areas. However some worlds are as advanced as Earth. You can either go with Traveller's Earth conquers by disease senario or say that many worlds faced diseases and all post TL7 societies understand antisepsis or collapse in pandemics. I prefer the latter.
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Per Ardua Per Astra! Ancora Imparo Last edited by Astromancer; 02-09-2018 at 02:51 PM. |
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#105 |
Join Date: Jul 2007
Location: West Virginia
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{The Farfarers}
If that refers to me, jump drives going through jump points are instantaneous and skimmer warps generally don't go faster than 125 times the speed of light. However getting to jump points with non FTL drives takes time. Meanwhile skimmer warps can travel for a week or two at 512 times the speed of light, but it will need expensive maintenance within a couple of months afterward. Speeds of 1000 times the speed of light aren't practical for more than a day or two and require more costly maintenance more quickly. Note, the Skimmer Warp Drives (hereafter SWDs) work fairly well within a Solar System. There's a point, the exact reasons aren't understood, were it fails, mainly because it's too close to the gravity well of a star, or so it's generally thought. In Earth's system, the SWDs work to the orbit of Jupiter. In some systems, mainly dual or multiple stars, the SWDs can get as close as the Zone of Habitability. In star systems only mad men run their SWDs at more than 8 times the speed of light. The great advantages of Jump Drives (hereafter JDs) are, cheapness of construction and maintenance, the ability to travel truly vast distances, and the likelihood of meeting other species at trading hubs and making profitable commercial and diplomatic contacts. The JDs will always be popular. Does this help?
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Per Ardua Per Astra! Ancora Imparo Last edited by Astromancer; 02-09-2018 at 02:51 PM. |
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#106 |
Join Date: Feb 2016
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Assuming the six month travel rule from center to border, 125c is sufficient to support an interstellar state with a radius of 62.5 light-years (with exploration occurring within a radius of 125 light-years). While it might not seem like a lot, there are 3,900 stars with 62.5 light-years of the Earth and 31,000 stars within 125 light-years. With 90% of them probably having planets and 90% of the ones with planets probably having life, that is a lot of stuff to explore (even if there is no evidence of existent TL6+ civilizations). The jump drive is actually unnecessary unless there is an outside civilization with much faster drives threatening the central civilization.
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#107 |
Join Date: Jun 2006
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While a few historical empires sort of operated with a few bits separated by year long communications delays ("if death came from Spain we should all be immortal"), it's debatable these were really a single "state". The largest ancient empires managed four to six weeks from capital to peripheral provinces (Rome to Mesopotamia or Beijing to Tibet). Six months is more like "we're pretty sure it's a real place" or "I think I met someone who'd been there once" than "part of our state".
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-- MA Lloyd |
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#108 |
Join Date: Feb 2016
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Six months relates to the largest empires, like early 14th century Mongolian Empire, early 17th century Spain, or early 19th century Britain. It took around six months for communication to go from Britain to Australia (making an exchange of communication a year long process). Anyway, since the skip warp can be boosted to 500c for a few weeks, you could use special relays to cut an exchange of communications to 13 weeks ago.
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#109 | |
Join Date: Jun 2006
Location: On the road again...
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One issue I had with my setting in-play was trying to answer just how fast a standard hyperdrive could go.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, N-Z, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#110 |
Join Date: Feb 2016
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The real question is what prevents people from going beyond the frontier? With 125c as their velocity, they could travel for eight years and be 1,000 ly from the Earth, well beyond the reach of a central government, and they could target some of the worlds discover by the Kepler probe. In fact, you could have a large number of failed colonies resulting from such an expansion, where groups of pioneers decided to travel for a decade from the Earth so that their light would not reach the edge of human space for a thousand years and ran into something that killed them.
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