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Old 03-08-2014, 04:44 PM   #211
Keiko
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Default Re: Generation Starships

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Well, one obvious way to avoid the whole problem of more advanced people beating you there would be to find some way to kill everything in the solar system when you leave.
That sounds like it could be the plot of 2100 iteration of a James Bond film. In a very way! I like it.
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Old 03-08-2014, 05:13 PM   #212
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Default Re: Generation Starships

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Well, one obvious way to avoid the whole problem of more advanced people beating you there would be to find some way to kill everything in the solar system when you leave.
Ah, you've reinvented The World Of Tomorrow.

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That sounds like it could be the plot of 2100 iteration of a James Bond film. In a very way! I like it.
It was a 2004 movie.
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Old 03-08-2014, 05:23 PM   #213
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Default Re: Generation Starships

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That sounds like it could be the plot of 2100 iteration of a James Bond film. In a very way! I like it.
Yup. Moonraker 2100 with more zeros on the end. But will Jaws be a super-advanced bioroid or some kind of AI cybershell?
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Old 03-08-2014, 05:40 PM   #214
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Default Re: Generation Starships

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Yup. Moonraker 2100 with more zeros on the end. But will Jaws be a super-advanced bioroid or some kind of AI cybershell?
Lets go with AI, it would make how he keeps coming back a little more understandable. :D
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Old 03-08-2014, 05:48 PM   #215
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Default Re: Generation Starships

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Well, one obvious way to avoid the whole problem of more advanced people beating you there would be to find some way to kill everything in the solar system when you leave.
Finally a "scorched earth" policy that isn't just hyperbole.
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Old 03-09-2014, 02:37 PM   #216
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This would have to be an actual concern rather than just a front, because you'd need to have ships and hab crews visibly coming and going to keep appearances.
True enough. But then there would be a market for these things in the setting anyway. We all know about the Purloined Letter (the url is for those who forgot). What better place to hide the building of a fleet of unique and advanced ships than a shipyard specialising in such things?
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Old 03-10-2014, 11:17 PM   #217
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Default Re: Generation Starships

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Lets go with AI, it would make how he keeps coming back a little more understandable. :D
Bioroid works just as well for that, if you can make 1 Jaws bioroid, you can make 100. If Bond kills Jaws 33, Dr. Dire just activates #34.
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Old 03-11-2014, 12:31 AM   #218
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Default Re: Generation Starships

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What better place to hide the building of a fleet of unique and advanced ships than a shipyard specialising in such things?
Well, given that people will spy on such a shipyard as a matter of principle, you'd be better off doing it somewhere totally boring.
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Old 03-11-2014, 06:46 AM   #219
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Well, given that people will spy on such a shipyard as a matter of principle, you'd be better off doing it somewhere totally boring.
Placing advanced drives in totally borring places would be exotic and would bring attention as well. Stick to the K.I.S.S. principle.
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Old 05-30-2014, 11:28 PM   #220
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Default Re: Generation Starships

Just on a side note, how would you build a generation ship using Spaceships for TL10? Doesn't the robo-fac need component parts? Does Spaceships provide rules for building stuff out of raw materials?
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