Re: FTL Sytems-Game Implications...
From: Brian Burger <burger00@c...>
Date: Tue, 16 Sep 1997 18:31:10 -0400
Subject: Re: FTL Sytems-Game Implications...
On Tue, 16 Sep 1997, Joachim Heck - SunSoft wrote:
> Mike Wikan writes:
>
> @:) OK. If we postulate multiple FTL/Sidereal sytems that sidestep the
> @:) lightspeed problem, what are the mass penalties, etc. In FT it is
> @:) assumed that about 25% of a ship's mass is taken up by their
> @:) "Hyperdrive" style FTL. This would follow all rules postulated by
> @:) the rules.
>
> @:) Any additions? comments?
>
> Additions are easy, anyway. This is an idea for a portal-based FTL
> system, perhaps similar to that seen in the Buck Rogers TV show.
>
>
> Jump Gate Generator
> Mass: 40
> Cost: 100
>
> This component can open a gate into hyperspace. The gate opened by
> this component is large enough to allow a ship of mass 25 to pass
> through. The effects of any group of JGGs that are mutually within 6"
> can be added. Thus a cluster of four JGGs could create a gate large
> enough to accomodate a ship of mass 100.
>
> The gate effect is generated within 12" of all participating ships
> and continues for a number of turns equal to twice the number of JGGs
> used to create the gate. Once opened, no maintenance is required to
> keep the gate in operation. While the gate is open, any ship of small
> enough mass may enter hyperspace by moving within 1" of the gate
> location. A ship larger than the specified mass will not enter
> hyperspace and will take nd3 damage, where n is the number of JGGs
> used to open the gate.
>
> A JGG remains in operation until the gate it has created collapses.
> During this period, it may not be used to open another gate.
>
> Once in hyperspace, ships may only move one hex per strategic turn.
> However, if another gate is activated at the same time as the first,
> the ships may move instantaneously to the second gate. A JGG must be
> used to open a gate out of hyperspace into a hex where no gate is
> present. The gate out of hyperspace is large enough to accomodate any
> vessel. Vessels using a jump gate to enter hyperspace are not
> required to carry any FTL drives.
>
> -joachim
>
This sounds pretty cool, although with the size of the Generator you'd
be
nearly obligated to have dedicated "Jump Ships", enough for the whole
fleet -- and if those got KO'd you'd be in deep, deep trouble.
I like the idea of simultaneous gates allowing farther travel - it makes
settled systems easier to connect, and would lead to a smaller colonies
struggling to afford a double-gate link to make commerce easier (and
other
travel).
Brian (burger00@camosun.bc.ca)