Re: [GZG] How fast is FTL in GZGverse?
From: Phillip Atcliffe <atcliffe@n...>
Date: Tue, 13 May 2008 21:46:38 +0100
Subject: Re: [GZG] How fast is FTL in GZGverse?
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g Evans wrote:
> I surrender the no-prize
Oo, oo, which one was it? The turbo-charged chocolate-ripple one with
the vanilla frosting, or the V12 butterscotch with the cherry on top? (I
know it sounds insane, but Marvel used to talk about no-prizes like this
in the mid-to-late 60s... ;-) )
> [...] I think you may be a bit generous with the totals. Fastest
single cycle between jumps and a record jump in a purpose-built craft
doesn't necessarily equate to four such jumps per day. And even less so
for several days in a row, not even trying to decide operational
capability at the end.
>
I /said/ it was upper limit! :-) Plus everything you need to get even
close -- souped-up ship, ubercrew zonked to the gills on dope, and a
frakkin' lotta luck. Let's not forget the following sentence after the
description of CNS /Hyacinth/'s record jump -- the ship was lost the
following day in a suspected misjump...!
Actually, it all sounds rather reminiscent of the scenes in the book
/Dorsai/ (aka /The Genetic General/) in which the hero simulates an
attack on a enemy planet by continually "phase-shifting" a small
detachment of ships into an attack position and then popping out again,
over and over again until the crews can't stand it any more -- only more
so, since there's a much greater jump delay and effect on the crew and
AIs in the GZGverse. Or Asimov-style hyperspace jumping with added Jump
shock /a la/ Pournelle. Either way, or just on its own merits, the speed
of Jump-type travel is commonly limited by two things-- or possibly
three if you consider the extra one to be a separate issue: how far a
single jump can take you, how long it takes to recycle the engines and
crew, and how long it takes to work out where you are at the end of each
jump.
Phil