GZG List archives -- December 2005
Re: [GZG] FTL Jump in Tunnyverse
Of course, you can make it totally FTL-by-distance, connected node to
connected node only, or some combination of the two, the PSB is
surprisingly easy, and varied. Just look at old board games.
SPI's StarForce series assumed purely by distance, with longer jumps having
greater probability of catastrophic misjumps, and this has been a fairly
common theme in other titles.
Starfire, mentioned previously concering warp points and closed varieties
thereof, was the node-only, if you didn't want to be saddled with
generational ships.
Metagaming's Warp War tended to inbetween, as did, I think, Traveller, with
the jump 'lines' or 'routes' either the fastest or precisely plotted, and
therefore easier/safer. Both WW and Traveller's Imperium were both hex
boards with 'ride the lines or move one hex per turn.'
Add in variations such as distance-rated jump drives, jump 'gates' which
act as being-made nodes, how long between jumps, and you may have most of
the games AND sci-fi on the shelves. That is, aside from the 'distance is
meaningless' wave-of-the-magic wand you sometimes see.
Oh, and I don't think this has been firmly established in Tuffleyverse,
though it has been extrapolated from clues.
The_Beast
Winchell the VERY wise wrote on 12/25/2005 08:57:29 AM:
> DOCAgren@xxxxxxx wrote:
> > I also found the great map.. http://www.projectrho.
> com/ft/FTLinkMap.gif
> > which shows how far systems are apart. and system I
> thought would be
> > "untop of each other are much farther apart".
>
> Thanks, I made the map.
>
> That's why I made a "node" map, the standard 3D map
> is too confusing. Stars that appear to be close are
> widely separated in altitude.
>
> Things become more strategically challenging if one
> mandates an FTL drive that can *ONLY* jump using the
> given links. Then certain stars become choke points
> where pitched battles occur.
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