shadowclasper
Inactive Member
While I've already agreed that slower FTL would be nice—really liked Frederick's hyperspace calculations—I don't particularly buy the whole "slow FTL enhances RP" argument. The wars we've had have been strategically interesting and future wars look even more so because the enemy is off-map (it's not like player factions will ever fight, ever). We've got almost 20 years of archived RP to prove it.
What happens during FTL transit ultimately will not change in RP, and I think it's important to acknowledge that in this discussion. Stories are up to players and GMs to tell and current RP format, style, and length won't be impacted much however this goes.
Fred brought up the Battle of Taiie and I think this is a good example of why the proposed speed changes won't work. After all if you can't do a 'we're far from help' story with what we have available on the site right now, I don't think adding a few minutes of travel time is really going to change that.
Much of the tension from the early Nepleslian RP is from Yamatai's fleets being right on the doorstep, and it made for great, tense, RP.
CadetNewb said:I have to call you out on this. It's simply not "adding a few minutes" as you just claimed. With what Fred is proposing, going from Yamatai to Nataria is EIGHT HOURS - that's eight hours to send forces from the core of the empire to its very doorstep.
Current travel time between the Yamatai and Nataria is about 4-6 hours. If you can't have a dramatic 'holding out for help' scene in that amount of time I don't think you'll be able to do it with 4to6 + 8 hours.
cadetnewb said:we are looking very specifically at SARP's needs, not theirs. They don't matter; SARP does. Second, this is in no way as arbitrary as you are making it out to be; we know we need longer FTL times, but it's trial and error.
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