RE: FTL Jumps and making it tricky...
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 24 Aug 1999 10:20:34 +1000
Subject: RE: FTL Jumps and making it tricky...
Wrong game universe for most of this theory. There aren't any 'jump
points'
in the Tuffleyverse, as a normal jump can spit you out several light
minutes
off your plotted exit point.
Pg44-45 of FTFB covers all the known details of jump theory.
The closer you are to a gravity well, the shorter the jump. So if you
have
picket ships in the outer system, the energy of jump translation should
be
picked up, unless its a large system, or their navigators make a very
risky
jump strait into a gravity well.
If you play in the Starwarz universe, I use 5% mass per gravity well
generator, with the effect of dragging a ship out of hyperspace &
causing a
4+threshold on the hyperdrive.
'Neath Southern Skies
http://users.mcmedia.com.au/~denian/
> -----Original Message-----
> From: Ryan M Gill [SMTP:monty@arcadia.turner.com]
> Sent: Tuesday, August 24, 1999 9:54 AM
> To: Ground Zero Games List
> Subject: FTL Jumps and making it tricky...
>
> Ok, the jump points are just gravity well'less points in space that
folks
> jump to and from. Presumably the civil ships will jump from System to
> system so as to be near some lanes of travel if something goes wrong.
> Military ships could do the same or be more risky and take routes that
> pass through points where there "aint nothin out there".
>
<snip>
> The questions are:
> How big would the interdictor system be? Should be pretty damn large
and
> expensive, but doable. 50 Mass system (FB Mass size)
> What are the deleterious effects of dumping out of FTL due to an
> Uncharted Interdictor ship?
> Can you really place enough ships around the system to really make a
> fence/tripwire that the Red Force guys will trip and show their hand?
>
> Thoughts, comments?
> ------------------------------------------------------------------
> - Ryan Montieth Gill DoD# 0780 (Smug #1) / AMA / SOHC -
>