10-18-2021, 09:27 AM | #11 | |
Join Date: Aug 2007
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Re: Help With Hyperspace!
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That's a range of 5 days per LY down to 78 per LY. Even 3 weeks to Alpha C is a litle long for people traffic for tourism or business. Then if you go back to that 200 LY figure I used previously that's 3 years to 48 years for factor 20 gates between average distance worlds. I think you've got bigger problems than what hypermotivators weight. Deciding what your average separation between worlds is might be first. More optimistic distances are possible of course but how fast is nothing compared to how long. You might consider jettisonning that cube factor thing too. It looks like complexity for the sake of complexity to me. You could more easily label gates with speeds betwen 1 and 15 or even in days per LY. Your PCs will be doign thsi amth soem day and there's no reason to amke it more complex than it has to be.
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Fred Brackin |
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10-18-2021, 09:35 AM | #12 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Help With Hyperspace!
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I mean, the distance math is fun, but ultimately the distance between settlements is somewhat arbitrary and you can make it fit (within some restrictions). Knowing how big and expensive the gates are tells you about what size gate a community will have, and that could very well be important. But what are the ulitmate goals for the setting?
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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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10-18-2021, 11:52 PM | #13 | ||
Join Date: Mar 2013
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Re: Help With Hyperspace!
So first up, some bad news, my rough calculation on how much re-mass could be carried, this halves the max speed at TL8, no idea how it affects things at TL9
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You add in things like cyro-sleep or gene-mod hibernation and it's not so bad from a tourist perspective. Quote:
This isn't a solid idea, it's more an itch I've got to scratch so I can get back to other projects, one for GURPS I was working on before this grabbed my attention and wouldn't let go would allow you to play a Succubus (non-demonic) in DF or a similar game. That said, the obvious answer if a space fighters game, like X-Wing books, Wing Commander, or even Space: Above And Beyond. |
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10-19-2021, 08:08 AM | #14 |
Join Date: Aug 2007
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Re: Help With Hyperspace!
First the GM needs to figure out how far the PCs are going.
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Fred Brackin |
10-19-2021, 08:56 AM | #15 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Re: Help With Hyperspace!
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Demi Benson |
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10-21-2021, 09:57 AM | #16 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Help With Hyperspace!
Ok, if size and relative speed of the hyperspace gates don't matter yet then that might explain why you're having trouble figuring out what they should be.
The simplest way to price hypermotivators is to give them a weight and a cost directly proportional to mass*speed factor. I'd use hyper-drives that cost and weigh half of what vehicles say hyperdrives cost and weigh, and assign the rest of the weight to the hypermotivator on a "Typical" ship (the speed factor you want to use as the base for self-gated ships) This is really simple, and any objections you have will be valuable information.
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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! |
10-23-2021, 03:51 AM | #17 | |||
Join Date: Mar 2013
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Re: Help With Hyperspace!
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10-27-2021, 08:50 AM | #18 |
Join Date: Feb 2011
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Re: Help With Hyperspace!
Great idea having combat speed be divorced from travel speed. Here's some alternative ways to cover that.
- Stutter Warp Drive. The ship can teleport rapidly, but only short distances. At high cyclic rates, this lets them move up to (x) ly/d, but the system is sensitive to interference. As a result, enemies can lock you to normal speeds with common, simple jammers. - Hyperweb. An ancient network of micro-scale wormholes was laced throughout the galaxy by some precursors. Navigating this mesh is a simple matter of inflating these wormholes long enough to pass through and making your way along the network. It's easy! As long as the next wormhole you need to go through isn't being blockaded by a foe... - Accellerator Fields. Once you're moving in the right direction, you often just want to go faster. Using a timelike curve exponentiator, it is possible to essentially give yourself a nonlinear relationship with time. You aren't going any faster from your perspective, and you don't accelerate, but you complete your trip in a tiny fraction of the time. Anyone else you encounter is still at the same time-speed as you, though. - Stasis Generator. If you can't speed up time, slow down yourself! By enveloping the ship with a time bubble, you slow your perceived time rate and zip to your destination subjectively soon. You should probably turn this off if you get in a fight, though. |
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