Fred
Retired Staff
Wes said:Here's my goals:
Thank you Wes! Finally receiving concrete feedback from you is relief, actually.
- Replace all FTL systems with an improved version of hyperspace
Note that this not a Yamatai thing but a site-wide thing.
Well, ouch. That's going to see more resistance and controversy than simply introducing a new technology that most could eventually upgrade to (which was my approach).
The new hyperspace could be usable from planets, maybe not to them, though. It would not be faster than current hyperspace speeds. Because FTL would now be exclusive to hyperspace, there would no longer be FTL combat.
That seems potentially flawed. FTL combat is essentially brief spurts of superluminal speeds (which hyperspace is capable of providing) to get into a certain position. In ship-to-ship combat calculated in a distance of light seconds, even AUs, the speed fold drives provide the same benefit: effectively line-of-sight teleportation.
The way I could 'fight' against it being used in combat was to give a charge time. But over shorter distances, it needed to have an acceptably low charge time to get in places nearly as handily as CFS, and yet not fast enough to really be something you'd use in combat for any reason other than premeditated escape or tactical withdrawals.
Disposing of the intra-planetary scale and going for the intra-stellar speed scale is doable... but it's important to understand how it will trivialize distances in a starsystem even more. A 1-second jump will end up having you travel 1054 AU in a second (for a 1ly/m fold drive).
- Limit STL to .40 globally (due to relativity concerns)
This is definitely a retcon. Not one I have a lot of problems with, but just pointing it out.
- Eliminate doublers and triplers. I never liked that clause in the speed limitations anyway.
The actual concept those were supposed to represent was 'boosting engines'. GMs can arrange boosting power to most ship system in their plots, or so I figure.
If you want them out, I see no problem with it. But I still expect people could in plots boost power and break the envelope by roughly 25%.
- Eliminate the current "nebula = anti-FTL" rule
Without CFS and only hyperspace, there's not much choice about that anyhow.
I do not want to:
- Nerf small ships by making them slower as Fred suggested
Wait, I said that where? Oh.
I was just following some opinion I heard from Zakalwe a while ago, about big ships supposedly being the fastest because they could be the ones to mount the biggest engines. It gave carriers transporting vessels more sense.
After all, you can have smaller vessels shine by giving them a much higher realspace/relativistic speed than the bigger ones while making the large ones ponderously slow in that regard; and yet make the large ones (again, carriers) valuable for being able to mount very powerful fold drives.
As for my approach to sublight...
I just think that relativistic speed in ship-to-ship combat is a big thing (anything above 0.1c, really). It's actually just shy of what we consider FTL combat, seeing ships go so fast by comparison of beam weapons and the reactions of the people aboard said starship.
I figure the cruising speeds for a ship traveling is just not the sort of speed you can really afford fighting at... and typically, engine power should be the largest power consumption element aboard a ship.
Anyhow, those are just ideas being thrown around.
I think we might need to have some sort of handle on how fast ships can speed up based on their class - it doesn't make a lot of sense to have them go from .00c to .375c instantly, does it? I would be willing to lower STL speeds too, if it was done in a way the gameplay didn't suffer (allowing in-system folds?)
Well, while tossing and turning in my bed yesterday I thought up of a few things.
Realspace propulsion:
Provide a meter per second speed for our sublight engines. It's useful anyways, especially considering if we enter a planet's atmosphere (instead of giving out an arbitrary number like 'Mach 20'). Give the sublight engines the ability to go to relativistic speeds themselves - they need it to reach cruising speed out of combat - but make conditions to use them during combat stringent so that it ends up being used sparingly.
My suggestion is to make power demand for using the sublight engines at their peak be high enough to possibly seriously limit the combatant wishing to use it.
example: In Starfleet Command 3, if you accelerate and warp to a destination in a combat area (a mid-combat warp), during the warp, your shields and beam weapons are down. You can also do high-energy maneuvers like a quick spin around, but there's an cumulatively larger probability that your ship will suffer damage from that due to hull stress.
Hyperspace propulsion:
Apply a charge requirement for any kind of fold maneuver. Have the hyperspace hardware be useable pretty much everywhere a CFS could also be used. Choose wether or not you want in-system folds to be somewhat slower to make the "minimum charge hop" be more limited in distance.
The tug-of-war between interdiction and counter-interdiction has gotten a little convulted. For those reason, I suggest that the limitation for a ship to be able to use FTL be power. Forming the event necessary to make a fold jump requires power - methods of interdiction increase the power being required to achieve that.
When charging for a fold, there will be a larger power requirement to form the conditions necessary to jump under interdiction, so it will take significantly more time... but it won't be absolutely impossible.
When in a fold, the charge was already expended to fold and most of the ship's available power is being used to sustain hyperspace. Encountering the mass shadow of space-time style interdiction in hyperspace would usually impose a power demand to correct the field that is just not possible, so the vessel would generally immediately defold at the coterminous realspace location (probably the edge of the interdiction field, in realspace).
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What do you think of that, Wes?