Re: hyperspace (was: cloaking device rules)
From: Mike Miserendino <phddms1@c...>
Date: Thu, 22 Aug 1996 14:27:22 -0400
Subject: Re: hyperspace (was: cloaking device rules)
joachim wrote:
>@:) Well I was refering to theories, not special effects.
>
> I'm not sure which one there are more of!
Good point! ;)
>Since you can't outrun light in normal space, whether you can avoid
>a directed energy weapon really depends on your estimation of future
>targeting systems and beam attenuation over distance. That's all
>pretty speculative since we don't have any real world examples (well
>none that don't suck anyway).
Nope. Just that your ship is running slower than lightspeed and the
discharge of the energy weapon behind you is at lightspeed.
>@:) This is mainly due to current targeting and focusing systems, not
>@:) weapon range.
>
> I don't know what kind of theoretical limits have been proposed for
>large-scale laser focusing systems, but I guess since we're talking
>about engines with acceleration that's just plain goofy, we can assume
>super high-quality targeting systems and super long-range lasers. I
>prefer to imagine the beam weapons of the future being some non-laser
>weapon that somehow manages to do all the amazing things that phasers
>and blasters and pulse cannons and what-have-you do.
Yep. Blast ships traveling below lightspeed. The main problem is
targeting, not range or time to impact.
>@:) an offensive targeting system will be available to predict your
>@:) path the second you light up and place a few gigawatts of
>@:) destructive energy in a merging path with you.
>
> Well, I can see it but I don't think I can quite suspend my
>disbelief in that direction. Sure, that could happen but it just
>doesn't agree with me.
No problem. Use what you like. I just prefer hard science rather than
fantasy.
>actually get off the board. Youch! You're toast dude. So while
>people are in fact allowed to leave the game by using this drive
>system, it ain't easy. Heavy ships in particular end up with a
>maximum first turn acceleration (10) that is only slightly better than
>an escort's likely normal acceleration (8). So I still predict a fair
>amount of bloodshed.
That's been the point I've been trying to make all along. You can run,
but
not completely outrun the incoming fire.
> Destroying equipment could be good (eg take damage as for a row for
>every turn you are FTLing without a functional FTL drive). I included
>an important admiral as a system in a recent scenario since one of the
>goals was to kill him This could be done more generally by having a
>captain system - if it's destroyed the ship is out of control for a
>turn or something.
OK, why not make the turbo-flush a system as well. Any hit, reduces all
rolls to hit by -1, indicating the crews uncomfortatable disposition
with
not having a working crapper.
Mike Miserendino