Zack
Inactive Member
The problems are as follows:
Retconing is a pain,
Ships move absurdly fast,
A large portion of people don't understand acceleration,
A large portion of people don't understand space travel,
'Top Speed' as a measure for anything in space,
Being able to blow up a planet using a shuttlecraft,
I don't think there is any argument that these are problems. We've done speed retcons before but they have only replaced absurd speeds with slightly less but still quite absurd speeds. A lot of people don't understand how acceleration works nor can the be bothered with doing the math behind it. Finally, having established that it takes only a round of gameplay for a shuttle to go from stop to .4c, you can quickly do the math and figure out that a shuttle craft has enough kenetic energy to liquify the entire crust of a planet should someone decide they want to ram one with their shuttle.
The proposed solution: Using top speed as a measure of change in acceleration per round of RP much in the same way that DR is a measure of damage per round. Namely, a ship can change its speed by 1/10th of its top speed per round (with a corrisponding acceleration stat on starship tables, something like Speed per round: or Acceleration: #####km/r.
This would require no retcon (everything is already in place for this), it would allow ships to move realistically without anyone having to learn how acceleration works, and top speed starts to represent something a bit more realistic (a sort of abstraction of how much fuel/energy is avalible to the ship). This would also pave the way to a gradual speed reduction for ships without actually nerfing anything that is already in place.
Thoughts?
Retconing is a pain,
Ships move absurdly fast,
A large portion of people don't understand acceleration,
A large portion of people don't understand space travel,
'Top Speed' as a measure for anything in space,
Being able to blow up a planet using a shuttlecraft,
I don't think there is any argument that these are problems. We've done speed retcons before but they have only replaced absurd speeds with slightly less but still quite absurd speeds. A lot of people don't understand how acceleration works nor can the be bothered with doing the math behind it. Finally, having established that it takes only a round of gameplay for a shuttle to go from stop to .4c, you can quickly do the math and figure out that a shuttle craft has enough kenetic energy to liquify the entire crust of a planet should someone decide they want to ram one with their shuttle.
The proposed solution: Using top speed as a measure of change in acceleration per round of RP much in the same way that DR is a measure of damage per round. Namely, a ship can change its speed by 1/10th of its top speed per round (with a corrisponding acceleration stat on starship tables, something like Speed per round: or Acceleration: #####km/r.
This would require no retcon (everything is already in place for this), it would allow ships to move realistically without anyone having to learn how acceleration works, and top speed starts to represent something a bit more realistic (a sort of abstraction of how much fuel/energy is avalible to the ship). This would also pave the way to a gradual speed reduction for ships without actually nerfing anything that is already in place.
Thoughts?