Let's not touch aether for now? Let's not open another can of worms?
Let's change things slowly, gradually? Just so we can notice what works, what doesn't and keep gradually creeping in the direction of 'what works'?
I think disassociating CFS functions for the 'not putting all your eggs in the same basket' clause is one good way to start. As Gallant mentioned, it's just good engineering sense.
Presently...
Combined Field System
- Star Trek-style warp speed FTL propulsion.
- Hide in a pocket dimension hidey-hole and call it 'stealth'.
- Star Trek/Nadesico-hybrid starship shields.
- Omni-directional phaser beam of doom that you should not fire if you want your shielding to do its job.
So, onward I go from this and reference my plotship and this will get
wall of textish (bear with me, I took a long time to mull over what follows). I've been working on a refit for... some time. A long time. I was brainstorming over it, trying to figure out ways to make it into a better player plotship than my current one.
CFS was one of the elements that came up, because I disliked its swiss utility knife approach. I was planning on performing surgery and piecing it apart.
Pocket-hole stealth dimension were going to die; there are other ways to stealth without resorting on a multi-dimensional cheat few people can actually mentally picture. The same with projected energy beams: SARP's having a lot more accent put on point-defense/turreted weaponry.
FTL propulsion is left, and I suppose I could've called it Continuum Distorsion Drive and been happy with it, but the truth is... I hate that name. So it's not okay... but I'll come back to that later.
Based on a conversation I remember having/seeing with Wes some time ago, I was thinking of preserving CFS, but in another form: purely the defensive system one. As I pictured it, my ship was really going to have three modes of protection that were less designed around the idea of a gradually ablating energy bubble, but a diverse array of protection methods to defend the ship.
Because, even if I don't always agree with Uso doesn't mean i never pay attention to him. A depletable energy barrier concept is all well and good in the eyes of a Star Trek fan like me... but it's true that its dumb and that the shielding systems behind that actually shouldn't have a hit point-style measurement. It's one extra variable too much to track in mass combat too.
So, thinking on those line, here's what my new Combined Field System would've looked like:
- Distorsion Shielding: protective energy envelope that bends space around the vessel thus causing straight-line beam weaponry to be diverted and is also the first line of protection against radiation emissions (including scalar). Less effective on projectiles, not effective at all on homing missiles. (no scalar field premature detonation: no one ever wants to use that while GMing anyhow)
- Gravimetric barrier: conformal graviton bubble generated around the ship to counter projectiles, blunting impacts, prematurely detonating guided warheads. Not really effective against beams, but will still grant a degree of protection to emissions like scalar ones.
- Energized (polarized/electro-magnetic) armor: EM power would make the hull several magnitude more resistant on impact points, and would help spread the heat impact of an attack over a wide surface of the ship's hull, thus making heat saturation less severe.
I figured that the above would not require big 'shield hit point' changes if we weren't ready for that, since I'd expect that the gravimetric barrier and energized armor would run most of the time in passive/ready mode and 'harden/brace' for an attack when one is incoming (that's what quantum computers are for). That 'high-activity' setting is likely not one a ship can afford running indefinitely on account of limitations such as heat-generation, power drain and such.
Boosting/optimizing the new CFS is still possible. Techs could flush coolant to the problem section. Those in charge of managing the shield system could just as easily divert power to a select system in order to increase survavibility: distorsion shields being extended allow for more bent targeting vectors, gravimetric barriers enlarged could make the ship safer from the blast radius of a stopped missile, reinforced energized armor could better disperse incoming beam attacks, etc...
Now, shield systems in themselves aren't exactly well defined. I don't recall having seen detail put in shield generators in most KFY ship submissions. Perhaps hybridizing propulsion and protection is not such a bad idea; I'll get to that shortly.
Moving on and back to propulsion systems.
After touching base with several people, here's what I thought I'd do for the Miharu-refit's propulsion system.
For starters, I'd give it honest-to-god
main thrusters and
maneuvering reaction-control thrusters. Like, fusion thrusters. The kind that lets you go at 5 kps on their own in short order. Not exactly great for interplanetary travel without a lot of acceleration, but these keep into account acceleration. I can picture having Miharu do a strafing run on the 2 km long Takumi cruiser, lobbing torpedoes that have a 300 meters blast diameter and zipping away. The visuals for the smaller ship making a close pass on the larger one just feel right there and on that scale even slower delay-to-impact weapons like railguns would be credible.
Then comes what I'm calling the
Gravimetric FTL drive, which is my replacement for CDD. Why? CDD as a name suck. Second, gravimetric drives in this setting do the same thing as CDD propulsion anyways, except on a sublight scale (just like Star Trek impulse and warp drive are pretty damn similar except for scale).
For reaching higher sublight speeds, tweaks are done on the FTL drive to make space more 'slippery' - a term coined by Gallant. That would still have the ship depend on its thrusters for maneuverability and forward impulse rather than creating artificial freefall, but it'd allow it to reach our higher .3c sublight speed fraction for significant movement while still giving us our instant acceleration we've grown used to having. The system would also provide the much higher intraplanetary FTL speeds we've grown used to seeing, with my target for Miharu-refit being 21 000c.
Then, there'd be
fold, for interstellar travel. That'd probably work more or less the same as it does now for the most part.
With this layed out, I was planning on adding more functionality to the said systems. Sublight thrusters would definitely be the to-go system for space maneuvering, with precise inertia control not seeing as much use as it presently does (when I see Yukari make precise sublight maneuvers using CFS propulsion rather than Miharu's STL drives, it strikes me as wrong).
Gravimetric FTL drives could easily serve stealth and protective functions. That gravimetric barrier field I mentioned earlier ought to be generated by this system, and stealth could be provided by using them to create a gravity well to bottle up the ship's emanations (heat, light, exhaust waste, etc...) with certain caveats, but it would almost achieve the same aims as CFS pocket-dimension stealth. Perhaps even projecting mass shadows to generate those interdiction effects we may need to revise or not.
Key point here would be that the Gravimetric FTL drive would not be able to do all of that at the same time. Generating shielding at maximum strength (as Uso indicates it should always be anyhow rather than diverting power to reinforce it) would make it so that there would be very little resources left for the hardware to render space more 'slippery' for higher speeds. If the ship was to escape at FTL speed, it would need to adjust itself for that, creating a combat vulnerability as it prepared to depart. toying with these optimizations justifies why we can still keep 'transfer power' in our vocabulary while giving credence to more practical engineering notions.
Note that interplanetary FTL is presently necessary when interdiction ranges are as large as 1 AU. 8 minutes to closing to a target at 1c is a long time to manage at an entertaining pace in our roleplay. Well, it's for me and the way I manage my plotship, anyhow.
Fold drives wouldn't be too different, but with greater speeds to achieve interstellar transports. Again, it'd likely see alternate uses such as using the distorsion field to deflect radar signals, for example. Maybe even be the seat for quantum-based communication hardware (our interactions do tend to be in realtime when we do it, so, this is pretty mainstream in SARP).
* * *
The above was what I was going for. I think this is good. Perhaps not absolutely science-accurate or a perfect compromise to everything that needs to be adjusted, but some of those are small enough tweaks to gradually lead SARP propulsion tech in perhaps a more desirable direction.
I'll admit I was hoping that by showing its credibility by example, KFY might turn to eventually base its propulsion/defensive systems on that standard too since I really care about this arrangement; I think it works very well from a GM/plotship point of view - most especially on possible player interactivity - and it also even gives some concessions to arguments Uso has been holding for awhile now.