06-10-2021, 03:08 PM | #1 |
Join Date: Aug 2018
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WARP Drive
Trying to use WARP engines, but there really are not many rules on how to use them. Are there any house rules for their use?
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06-10-2021, 03:17 PM | #2 |
Join Date: Mar 2013
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Re: WARP Drive
How do you want your drive to work?
The jump drive is designed to get the players to interact with people at the systems where the ship goes. You have to refuel, perhaps find cargo or a job. The standard warp drive can go to different systems without having to stop at these intermediate systems. You will have to figure out how you want things to work. But Traveller economics is strongly based on the jump drive.
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06-10-2021, 03:53 PM | #3 |
Join Date: Sep 2007
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Re: WARP Drive
The question might better be placed in the general GURPS forum. Traveller uses only jump drives. There might be a player that wanted to substitute a warp drive in Traveller, but there are certainly some people in the GURPS forum that have used one, and might have useful observations.
Speaking of which, you could perhaps use the warp drive rules in GURPS Starships. That might call for rebuilding all the classic Traveller ships in Starships terms (which has probably been done :)). Out of sheer laziness, I'd be inclined not to change the stats for the drive module (price, volume, etc). How fast did you want your warp ships to go? The Traveller setting is fairly dependent on slow communication speed (usually 1-2 parsecs per week; no more than 6, and no more than 4 commonly available). I'd be loathe to use a faster drive, as that travel delay is the excuse for lots of things (anything from the Imperial neo-feudal structure to PCs being able to actually flee when need be). What is it about the usual jump drive that you're trying to avoid? (I started wondering because as soon as I wrote the comment about speed, I realized there's not a whole heck of a lot of difference between a "warp drive" that travels at 2 pc/week and a "jump drive" that travels at 2 pc/week, other than the ability to change your mind and turn around in mid-flight. The lines connecting systems on the maps in Traveller are busier trade routes, not a fixed network of all valid jump paths.) |
06-10-2021, 03:57 PM | #4 |
Join Date: Aug 2018
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Re: WARP Drive
[QUOTE=DangerousThing;2383627]How do you want your drive to work?
The jump drive is designed to get the players to interact with people at the systems where the ship goes. You have to refuel, perhaps find cargo or a job. The standard warp drive can go to different systems without having to stop at these intermediate systems. You will have to figure out how you want things to work. But Traveller economics is strongly based on the jump drive.[/ A ship could still stop at the intermediate systems. Warp drives still need fuel per the small amount of rules in the Core Rules. I just want to do some Star Trek style scenarios. |
06-11-2021, 01:15 AM | #5 | |
Join Date: Mar 2013
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Re: WARP Drive
Quote:
This makes it almost impossible to blockade a border. It changes a lot of the politics and naval strategies. What sort of scenarios require a warp drive?
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06-11-2021, 01:36 AM | #6 |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: WARP Drive
With the exception that with Mongoose Traveller 1e, there are rules for Warp and Hyper drives included, in addition to the standard Jump drives. Which is probably where this is coming from at a guess.
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06-11-2021, 05:37 AM | #7 |
Join Date: Aug 2018
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Re: WARP Drive
From Mongoose Traveler: "Warp Drive: Warp Drive: The ship warps space around it, allowing it to move faster-than-light while staying in our universe. A warp drive does not have a maximum range – instead, the ship’s drive rating indicates the number of parsecs crossed per week of travel. Warp travel consumes fuel at twice the normal rate for the ship’s power plant rather than needing a single massive expenditure in the manner of a Jump drive."
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06-11-2021, 07:39 AM | #8 | |
Join Date: Sep 2007
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Re: WARP Drive
Quote:
The same is true of the standard Traveller jump drive. You have to defend in depth six parsecs deep since the enemy fleet might appear anywhere. In fact, jump drive makes border defense harder, since there's no way (that I remember) to detect or intercept a ship in jumpspace. The warp drive ship might be, depending on how that's defined. (Star Trek warp drive, yes; Larry Niven hyperdrive, no.) Last edited by Anaraxes; 06-11-2021 at 07:43 AM. |
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06-11-2021, 10:46 PM | #9 | |
Join Date: Mar 2013
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Re: WARP Drive
Quote:
GURPS Traveller: Interstellar Wars uses something similar. I also use jumpflash, which is em radiation emitted when a ship enters or exits jump space. Its louder when a ship exits. It is possible to jump such that the majority of this flash shines away from the system you are entering, but this is a -4 to the navigation roll. One can minimize the flash with -3 piloting roll. The consequences of this is that fleets are loud and tend to move in fairly predictable patterns. If they are moving fast, they need to jump to systems with easy refueling. So, if the defense can protect any major refueling points, they can stop a fleet.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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06-14-2021, 06:24 AM | #10 | |
Join Date: May 2010
Location: Alsea, OR
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Re: WARP Drive
Quote:
Unlike Jump, if you have J2 and are going 1Pc, you only take 3.5 days and use half your fuel load. Computers including warp sensors increase costs by model number MCr. Detection of warp fields is 2d6+computer-range in Pc for USP Size. This is what I used in running Trek with CT... |
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