Warp Points, Take 2

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Re: Warp Points, Take 2

Postby Crucis on Wed 09 Jan 2013 00:47

Hawkeye wrote:
tmul4050 wrote:How about this as a tech idea. Have a strap on engine. Have an drive system that is attached to the station, giving it a slow acceleration, say 1 or 2 g's. not enough to be effective in combat but enough to move around, or go through a WP. When its in position, remove drive. Take it back to reuse. It would take a few months to deploy but if you are not in a hurry.


Hmm, isn't this basically a tug that has all its controls/crew space/etc. removed and is controlled from the towed ship as in:

Take a regular tug
cut off the engine compartment with one tractor
fit control cables from BS to former tug

move BS around


Yeah, basically. I don't really see a need to do "strap-on engines" when tugs exist and when at higher TL's, the possibility of "mobile bases" with internal engines might also exist.
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Re: Warp Points, Take 2

Postby tmul4050 on Wed 09 Jan 2013 01:50

Um that is not actually the case. What I am talking about is using something like a gravity tractor (place an object near an object to slowly direct it), solar sail or even detonating a nuke on the object. This shapes the objects orbit to where you want it. You would only use a tug to precisely position it at the ebd of its (long) journey. Thats why I said it would take months. Sorry for the confusion :oops: .
This is most useful when you have not developed tracters, tl 1 or 2
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Re: Warp Points, Take 2

Postby Crucis on Wed 09 Jan 2013 02:18

tmul4050 wrote:Um that is not actually the case. What I am talking about is using something like a gravity tractor (place an object near an object to slowly direct it), solar sail or even detonating a nuke on the object. This shapes the objects orbit to where you want it. You would only use a tug to precisely position it at the ebd of its (long) journey. Thats why I said it would take months. Sorry for the confusion :oops: .
This is most useful when you have not developed tracters, tl 1 or 2


Actually, IIRC, OWP's are allowed to move something like 1 system hex per month, which would make moving one out to a WP out in the Ice Zone a dirt slow proposition. It'd be faster to just use a mobile shipyard to build the OWP in place.
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Re: Warp Points, Take 2

Postby tmul4050 on Fri 11 Jan 2013 06:04

Ok fair point. I didn't realise that.

Are mobile bases actually going to be part of Cosmic? Or are tugs or prefabs the way to move bases.

Has the concept of a modular ship being thought of. i havent read ultra so I don't know if it is an option. The idea of a ship that can be modified for mission sounds interesting. :)
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Re: Warp Points, Take 2

Postby Vandervecken on Fri 11 Jan 2013 06:42

tmul4050 wrote: Has the concept of a modular ship being thought of. i havent read ultra so I don't know if it is an option. The idea of a ship that can be modified for mission sounds interesting. :)


About once a year, someone brings up modular vessels. It does sound interesting, and to some degree it can make sense for an empire to want to give it a go. But for a game designer to impliment it you would have to overcome: Complexity, Balance Issues, Complexity, Increased Bookkeeping, and added Complexity. ;)
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Re: Warp Points, Take 2

Postby Crucis on Fri 11 Jan 2013 12:53

tmul4050 wrote:Ok fair point. I didn't realise that.

Are mobile bases actually going to be part of Cosmic? Or are tugs or prefabs the way to move bases.


Honestly, it's an issue that I have yet to consider.



Has the concept of a modular ship being thought of. i haven't read ultra so I don't know if it is an option. The idea of a ship that can be modified for mission sounds interesting. :)



Doubtful. There was once a 4 HS "beam module" system that was proposed in NEXUS magazine. You could basically plug and play and 4 HS beam into the module. But frankly, I never really liked it because it seemed unrealistic, and it was based on what seems to me like a flawed assumption, that all beam weapons should be of the same shape and size. Even if many beam weapons were of the same general volume, I think that it's a flawed assumption to think that they'd all have the same dimensions that would allow them to fit into a generic plug-and-play weapons module.

Within 3E, I think that about the closest one gets to modifying a ship for particular missions is choosing what ammo to put on XO racks and in the ship's magazines. Or sending the ship to a shipyard for a refit. ;)
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Re: Warp Points, Take 2

Postby AlexeiTimoshenko on Fri 11 Jan 2013 23:33

Crucis wrote:Within 3E, I think that about the closest one gets to modifying a ship for particular missions is choosing what ammo to put on XO racks and in the ship's magazines. Or sending the ship to a shipyard for a refit.


The advantage of a modular design is that you can refit them faster. Pop out the module that you don't need and pop in what you want. I agree that weapons could be problematic with power feeds etc. What might be workable though is modules containing systems like H,Q,X,(Bb) etc where a race could convert freighters to transports or survey ships as the needs change.
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Re: Warp Points, Take 2

Postby Crucis on Sat 12 Jan 2013 00:11

AlexeiTimoshenko wrote:
Crucis wrote:Within 3E, I think that about the closest one gets to modifying a ship for particular missions is choosing what ammo to put on XO racks and in the ship's magazines. Or sending the ship to a shipyard for a refit.


The advantage of a modular design is that you can refit them faster. Pop out the module that you don't need and pop in what you want. I agree that weapons could be problematic with power feeds etc. What might be workable though is modules containing systems like H,Q,X,(Bb) etc where a race could convert freighters to transports or survey ships as the needs change.



In all honesty, I don't think that the game needs people refitting ships faster. I think that refits are generally fast enough.
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Re: Warp Points, Take 2

Postby procyon on Sat 12 Jan 2013 01:22

Crucis wrote: There was once a 4 HS "beam module" system that was proposed in NEXUS magazine.


It was actually part of 1st Ed Starfire.
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Re: Warp Points, Take 2

Postby AlexeiTimoshenko on Sat 12 Jan 2013 07:03

Crucis wrote:In all honesty, I don't think that the game needs people refitting ships faster. I think that refits are generally fast enough.


I don't disagree.

The other concept would be to bring prefabricated commercial sections of a SS to a location for rapid assembly/placement.
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