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Subject: 
Rules Talk: JumpShip Ideas
Newsgroups: 
lugnet.gaming.starship
Date: 
Wed, 28 May 2003 19:11:58 GMT
Viewed: 
2042 times
  
Galactic Greetings!

After a couple of emails between Richard and me, I thought I would bring this
forward for the group...

Definition: JumpShip: A JumpShip is any ship that carries its own JumpDrive,
utilizing that same mysterious technology captured by the ancients in the
JumpGate sectors.  Herein, we discuss JumpShip concepts and how they work in
Starship.

WHAT WAS DISCUSSED IN THE PAST (there is new stuff below):

•According to Galactic Rule A3
(http://www.valyance.com/starship/rules.htm#Trav), "Different Ships travel at
different speeds around the board. If a ship has LQ in speed, then it can travel
through 1 Sector per week (SPW), if a ship has MQ in speed, then in can travel
through 3 SPW, and if a ship has HQ in speed, it can travel through a total of 5
sectors per week. JumpGates are located in different places around the board,
and when a ship of any speed enters one, it spends one week in hyperspace before
it arrives at another JumpGate where it exits. If a ship has a rare JumpGate
engine, then it can create a JumpGate regardless of it's location, however it
must spend 3 weeks in hyperspace recharging the engine to make an exit point."

•Basically, a JumpShip can move anywhere on the board in three weeks, regardless
of how far the target sector might be (excepting the next rule below).  The
three week span represents the time the engines must charge up to make a jump
into hyperspace (JumpSpace) and then another jump out of hyperspace.

•When exiting JumpSpace, a JumpShip can only exit into an empty sector. So, you
can jump to a space adjacent to an active sector, but not right into the active
sector. In-game, this is because of the navigational dangers of such a move, or
perhaps because some societies have anti-jump generators. If the Sector Mediator
allows it, you might have exceptions to this guideline.

•The real-life construction of a JumpShip should involve some unusual or special
building technique that represents that the vessel has a unique drive mechanism.
This could be anything. Creativity is encouraged.

•The JumpGate feature in a Ship is supposed to be a rare thing to get. For
purposes of 3-Tier limits, a JumpShip costs one HQ (Fast) slot against the
player's propulsion just for the JumpDrive. If the Ship is anything but Slow
(when not Jumping), then its propulsion value is in addition to the Jump. (E.g.,
a Fast ship with a JumpDrive added costs the player 2 of their 5 HQ for
Propulsion, 1 for Jump, 1 for normal.) This seems harsh, but it encourages using
these ships as Ferries, and it also makes no impact if you chose to make it slow
when not jumping.

•Carriers and Ferries:  In general, a Carrier is a type of ship that carries
smaller craft (fighters, scouts, bombers, etc.).  A Ferry is a larger ship that
carries or tows other ships or bases.  Since other ships, by definition, can
already fly between sectors, the typical Ferry is a JumpShip.  Thus, a Ferry can
carry full ships through JumpSpace.

•Limiting how many ships a single Ferry can carry, or enforcing a
loading/unloading time for Ferries was discussed but without conclusion.  As of
this writing, the primary restriction to control the use of Ferries is the rule
above that forces a JumpShip to take up extra slots in the 3-tier system for
propulsion.

THE NEW STUFF:

Okay, that covers what we have discussed before (more or less).  Now the new
ideas:

For in-character reasons, Richard is toying with the idea of his society
developing a weaker version of the JumpShip.  Let's call this the Medium
JumpShip (assuming that the type discussed above is a Full JumpShip).  Here is
what we are thinking:

•Medium JumpShips use an engine design that functions in conjunction with the
existing JumpGates rather than completely on their own.  Whenever used, these
engines allow the ship to create an entry or an exit to or from JumpSpace, but
only one or the other for each jump.  The other end of the jump must be at a
JumpGate.  For example, if a JumpShip begins at a JumpGate, it enters the
JumpGate as any ship might, but while in JumpSpace may activate its engines to
exit JumpSpace anywhere else (not just at another Gate).  Or, the ship might
jump into JumpSpace from anywhere, but then must exit only at a Gate.  The use
of engines like this takes three weeks.

•Because of this restriction, Medium JumpShips would not be as effective
in-game, and thus they will count only as a Medium (MQ) slot against the 3-tier
of propulsion for that player (as opposed to the Full JumpShip costing a HQ).

•All other JumpShip rules apply to Medium JumpShips (no jumping into active
sectors, taking three weeks to jump, creativity in real-life design, etc.)

So, that is what we are thinking.  What does everyone think?  Does this sound
like a fair deal for Starship rules?

-GM Hendo



Message has 6 Replies:
  Re: Rules Talk: JumpShip Ideas
 
(...) <remainder snipped> JumpShip? Hmmm...am I detecting the influence of the venerable GDW "Traveller" (the original one) here? :) I must find my copy of "High Guard." It's been too long. Hopefully one day I'll be able to take part in all of the (...) (21 years ago, 28-May-03, to lugnet.gaming.starship)
  Re: Rules Talk: JumpShip Ideas
 
First of all: Oh my God! What happened to the text?! It's all...weird. Anyway... Very good explanation. It works very well. My ships have a modified form of this jumpdrive, but I don't use it in Starship. It's how I get across the galaxy in 5 (...) (21 years ago, 28-May-03, to lugnet.gaming.starship, FTX)
  Re: Rules Talk: JumpShip Ideas
 
(...) His society developing it? Richard, you know I expect a share out of this, right? :) Can't wait to get my Junk Ship zipping around on its new drive... -JHK (21 years ago, 28-May-03, to lugnet.gaming.starship, FTX)
  Re: Rules Talk: JumpShip Ideas
 
In lugnet.gaming.starship, John P. Henderson wrote stuff. Currently: (...) Proposedly: (...) I don't want to cruel my own proposals to the Glorious Galactic Grand Guarantor, but (I do want to see good rules made that improve gameplay): These two (...) (21 years ago, 29-May-03, to lugnet.gaming.starship)
  Re: Rules Talk: My take on JumpSpace
 
Hi everyone, I'm preparing to join the game; should be ready real soon. As for all of the latest discussion into the realms of Jump technology, here are my few cents worth :) Jump drives would be very large devices that require vast amounts of (...) (21 years ago, 31-May-03, to lugnet.gaming.starship)
  Re: Rules Talk: JumpShip Ideas
 
In lugnet.gaming.starship, all manner of folks voiced worthy musings. Did we settle on anything in particular, for what jhk can do, what we can work out from the drive jhk's found, and for folks in general? Richard Still baldly going... (21 years ago, 3-Jun-03, to lugnet.gaming.starship)

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